Fix building on top of (pointable && buildable_to) nodes
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@ -125,50 +125,70 @@ function minetest.item_place_node(itemstack, placer, pointed_thing)
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local item = itemstack:peek_item()
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local def = itemstack:get_definition()
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if def.type == "node" and pointed_thing.type == "node" then
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local pos = pointed_thing.above
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local oldnode = minetest.env:get_node(pos)
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local olddef = ItemStack({name=oldnode.name}):get_definition()
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local under = pointed_thing.under
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local oldnode_under = minetest.env:get_node(under)
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local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
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olddef_under = olddef_under or minetest.nodedef_default
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local above = pointed_thing.above
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local oldnode_above = minetest.env:get_node(above)
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local olddef_above = ItemStack({name=oldnode_above.name}):get_definition()
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olddef_above = olddef_above or minetest.nodedef_default
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if not olddef.buildable_to then
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if not olddef_above.buildable_to and not olddef_under.buildable_to then
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minetest.log("info", placer:get_player_name() .. " tried to place"
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.. " node in invalid position " .. minetest.pos_to_string(pos)
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.. ", replacing " .. oldnode.name)
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.. " node in invalid position " .. minetest.pos_to_string(above)
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.. ", replacing " .. oldnode_above.name)
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return
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end
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-- Place above pointed node
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local place_to = {x = above.x, y = above.y, z = above.z}
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-- If node under is buildable_to, place into it instead (eg. snow)
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if olddef_under.buildable_to then
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minetest.log("info", "node under is buildable to")
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place_to = {x = under.x, y = under.y, z = under.z}
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end
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minetest.log("action", placer:get_player_name() .. " places node "
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.. def.name .. " at " .. minetest.pos_to_string(pos))
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.. def.name .. " at " .. minetest.pos_to_string(place_to))
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local newnode = {name = def.name, param1 = 0, param2 = 0}
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-- Calculate direction for wall mounted stuff like torches and signs
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if def.paramtype2 == 'wallmounted' then
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local under = pointed_thing.under
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local above = pointed_thing.above
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local dir = {x = under.x - above.x, y = under.y - above.y, z = under.z - above.z}
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local dir = {
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x = under.x - above.x,
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y = under.y - above.y,
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z = under.z - above.z
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}
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newnode.param2 = minetest.dir_to_wallmounted(dir)
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-- Calculate the direction for furnaces and chests and stuff
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elseif def.paramtype2 == 'facedir' then
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local placer_pos = placer:getpos()
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if placer_pos then
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local dir = {x = pos.x - placer_pos.x, y = pos.y - placer_pos.y, z = pos.z - placer_pos.z}
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local dir = {
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x = above.x - placer_pos.x,
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y = above.y - placer_pos.y,
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z = above.z - placer_pos.z
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}
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newnode.param2 = minetest.dir_to_facedir(dir)
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minetest.log("action", "facedir: " .. newnode.param2)
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end
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end
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-- Add node and update
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minetest.env:add_node(pos, newnode)
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minetest.env:add_node(place_to, newnode)
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-- Run callback
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if def.after_place_node then
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def.after_place_node(pos, placer)
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def.after_place_node(place_to, placer)
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end
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-- Run script hook (deprecated)
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local _, callback
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for _, callback in ipairs(minetest.registered_on_placenodes) do
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callback(pos, newnode, placer)
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callback(place_to, newnode, placer)
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end
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itemstack:take_item()
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@ -2304,6 +2304,13 @@ void the_game(
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<<playeritem.name<<" is "
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<<def.node_placement_prediction<<std::endl;
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v3s16 p = neighbourpos;
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// Place inside node itself if buildable_to
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try{
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MapNode n_under = map.getNode(nodepos);
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if(nodedef->get(n_under).buildable_to)
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p = nodepos;
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}catch(InvalidPositionException &e){}
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// Find id of predicted node
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content_t id;
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bool found =
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nodedef->getId(def.node_placement_prediction, id);
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