forked from minetest/minetest_game
Flowers: Cleaning of waterlily's placement
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@ -217,6 +217,7 @@ minetest.register_node("flowers:waterlily", {
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liquids_pointable = true,
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liquids_pointable = true,
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walkable = false,
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walkable = false,
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buildable_to = true,
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buildable_to = true,
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sunlight_propagates = true,
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groups = {snappy = 3, flower = 1},
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groups = {snappy = 3, flower = 1},
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sounds = default.node_sound_leaves_defaults(),
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sounds = default.node_sound_leaves_defaults(),
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node_box = {
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node_box = {
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@ -228,22 +229,12 @@ minetest.register_node("flowers:waterlily", {
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fixed = {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}
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fixed = {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}
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},
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},
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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on_place = function(_, _, pointed_thing)
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local find_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
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local pos = pointed_thing.above
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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:water_source")
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local node = minetest.get_node(pointed_thing.under).name
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local find_river_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
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local def = minetest.registered_nodes[node]
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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:river_water_source")
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if def and def.liquidtype == "source" and minetest.get_item_group(node, "water") > 0 then
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if #find_water ~= 0 then
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minetest.set_node(pos, {name = "default:water_source"})
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pos.y = pos.y + 1
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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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elseif #find_river_water ~= 0 then
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minetest.set_node(pos, {name = "default:river_water_source"})
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pos.y = pos.y + 1
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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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else
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minetest.remove_node(pos)
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return true
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end
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end
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end
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end
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})
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})
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