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Prevent placement of fire into nodes above water

This addresses the edge case where fire is set to the top of a non-water
block that represents water (such as kelp).

Note this is forbidding theoretically legitimate setups for fire over
water where fire is set to the side of a block diagonally from the
water.

Fire is still permitted next to water (so it can be set to the face of a
block diagonally from a water column).
This commit is contained in:
emptyshore 2023-02-14 12:42:26 +13:00
parent c08153fa7f
commit b121d0f804
1 changed files with 17 additions and 7 deletions

View File

@ -448,18 +448,28 @@ function mcl_fire.set_fire(pointed_thing, player, allow_on_fire)
else else
pname = player:get_player_name() pname = player:get_player_name()
end end
local n = get_node(pointed_thing.above)
local nu = get_node(pointed_thing.under)
if allow_on_fire == false and get_item_group(nu.name, "fire") ~= 0 then
return
end
if minetest.is_protected(pointed_thing.above, pname) then if minetest.is_protected(pointed_thing.above, pname) then
minetest.record_protection_violation(pointed_thing.above, pname) minetest.record_protection_violation(pointed_thing.above, pname)
return return
end end
if n.name == "air" then
add_node(pointed_thing.above, {name="mcl_fire:fire"}) local n_pointed = minetest.get_node(pointed_thing.under)
if allow_on_fire == false and get_item_group(n_pointed.name, "fire") ~= 0 then
return
end end
local n_fire_pos = minetest.get_node(pointed_thing.above)
if n_fire_pos.name ~= "air" then
return
end
local n_below = minetest.get_node(vector.offset(pointed_thing.above, 0, -1, 0))
if minetest.get_item_group(n_below.name, "water") ~= 0 then
return
end
add_node(pointed_thing.above, {name="mcl_fire:fire"})
end end
minetest.register_lbm({ minetest.register_lbm({