destructed wagons in survival give only steel back, user confirmation added
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e046e1926d
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51
wagons.lua
51
wagons.lua
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@ -111,10 +111,40 @@ end
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-- Remove the wagon
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function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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if not puncher or not puncher:is_player() or self.driver then
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if not puncher or not puncher:is_player() then
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return
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end
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if minetest.setting_getbool("creative_mode") then
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self:destroy()
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local inv = puncher:get_inventory()
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if not inv:contains_item("main", self.name) then
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inv:add_item("main", self.name)
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end
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else
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local pc=puncher:get_player_control()
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if not pc.sneak then
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minetest.chat_send_player(puncher:get_player_name(), "Warning: If you destroy this wagon, you only get some steel back! If you are sure, shift-leftclick the wagon.")
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return
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end
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self:destroy()
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local inv = puncher:get_inventory()
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for _,item in ipairs(self.drops or {self.name}) do
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inv:add_item("main", item)
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end
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end
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end
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function wagon:destroy()
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--some rules:
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-- you get only some items back
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-- single left-click shows warning
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-- shift leftclick destroys
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-- not when a driver is inside
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if self.driver then return false end
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if self.custom_may_destroy then
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if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then
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return
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@ -124,18 +154,6 @@ function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direct
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self.custom_on_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction)
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end
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self:destroy()
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local inv = puncher:get_inventory()
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if minetest.setting_getbool("creative_mode") then
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if not inv:contains_item("main", self.name) then
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inv:add_item("main", self.name)
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end
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else
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inv:add_item("main", self.name)
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end
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end
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function wagon:destroy()
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self.object:remove()
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if not self.initialized then return end
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@ -385,12 +403,13 @@ advtrains.register_wagon("newlocomotive", "steam",{
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visual_size = {x=1, y=1},
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wagon_span=1.85,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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update_animation=function(self, velocity)
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--[[update_animation=function(self, velocity)
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if self.old_anim_velocity~=advtrains.abs_ceil(velocity) then
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self.object:set_animation({x=1,y=60}, math.floor(velocity))
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self.old_anim_velocity=advtrains.abs_ceil(velocity)
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end
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end
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end]]
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drops={"default:steelblock 4"},
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}, "Steam Engine", "advtrains_newlocomotive_inv.png")
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advtrains.register_wagon("wagon_default", "steam",{
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mesh="wagon.b3d",
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@ -400,6 +419,7 @@ advtrains.register_wagon("wagon_default", "steam",{
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visual_size = {x=1, y=1},
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wagon_span=1.8,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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drops={"default:steelblock 4"},
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}, "Passenger Wagon", "advtrains_wagon_inv.png")
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advtrains.register_train_type("subway", {"regular", "default"})
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@ -413,6 +433,7 @@ advtrains.register_wagon("subway_wagon", "subway",{
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wagon_span=1.8,
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collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0},
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is_locomotive=true,
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drops={"default:steelblock 4"},
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}, "Subway Passenger Wagon", "advtrains_subway_train_inv.png")
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--[[
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advtrains.register_wagon("wagontype1",{on_rightclick=function(self, clicker)
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