Just do the node's color search manually

(to handle cases where the node has more than just the standard-format
nodename:[shade_]hue[_s50] naming, e.g. stairsplus nodes like:

nodename:stair_[shade_]hue[_s50][_some_extra_details]
This commit is contained in:
Vanessa Ezekowitz 2017-01-26 11:06:06 -05:00
parent 4f1303aac1
commit 3f7fb1af74

View File

@ -217,47 +217,60 @@ function unifieddyes.on_rightclick(pos, node, player, stack, pointed_thing, newn
stack:take_item() stack:take_item()
node.param2 = paletteidx node.param2 = paletteidx
local oldpaletteidx, oldhue = unifieddyes.getpaletteidx(prevdye, colorfdir) local oldpaletteidx, oldhuenum = unifieddyes.getpaletteidx(prevdye, colorfdir)
local oldnode = minetest.get_node(pos)
local oldhue = nil
for _, i in ipairs(HUES) do
if string.find(oldnode.name, "_"..i) and not
( string.find(oldnode.name, "_redviolet") and i == "red" ) then
oldhue = i
break
end
end
if newnode then if newnode then
node.name = newnode
if colorfdir then -- we probably need to change the hue of the node too if colorfdir then -- we probably need to change the hue of the node too
if oldhue ~=0 then -- it's colored, not grey if oldhue ~=0 then -- it's colored, not grey
print("at line 226")
print("prevdye = "..dump(prevdye))
print("oldhue = "..dump(oldhue).." "..dump(HUES[oldhue]))
print("hue = "..dump(hue).." "..dump(HUES[hue]))
print("node.name = "..dump(node.name))
if oldhue ~= nil then -- it's been painted before if oldhue ~= nil then -- it's been painted before
if hue ~= 0 then -- the player's wielding a colored dye if hue ~= 0 then -- the player's wielding a colored dye
node.name = string.gsub(node.name, "_"..HUES[oldhue], "_"..HUES[hue]) newnode = string.gsub(newnode, "_"..oldhue, "_"..HUES[hue])
else -- it's a greyscale dye else -- it's a greyscale dye
node.name = string.gsub(node.name, "_"..HUES[oldhue], "_grey") newnode = string.gsub(newnode, "_"..oldhue, "_grey")
end end
else -- it's never had a color at all else -- it's never had a color at all
if hue ~= 0 then -- and if the wield is greyscale, don't change the node name if hue ~= 0 then -- and if the wield is greyscale, don't change the node name
node.name = string.gsub(node.name, "_grey", "_"..HUES[hue]) newnode = string.gsub(newnode, "_grey", "_"..HUES[hue])
end end
end end
else else
if hue ~= 0 then -- greyscale dye on greyscale node = no hue change if hue ~= 0 then -- greyscale dye on greyscale node = no hue change
node.name = string.gsub(node.name, "_grey", "_"..HUES[hue]) newnode = string.gsub(newnode, "_grey", "_"..HUES[hue])
end end
end end
end end
node.name = newnode
minetest.swap_node(pos, node) minetest.swap_node(pos, node)
else else
if colorfdir then -- we probably need to change the color of the node too newnode = oldnode -- note that here, newnode/oldnode are a full node, not just the name.
node.name = string.gsub(node.name, HUES[oldhue], HUES[hue]) if colorfdir then
print("prevdye = "..dump(prevdye))
print("hue = "..dump(hue).." "..dump(HUES[hue]))
print("newnode.name = "..newnode.name)
if oldhue then
newnode.name = string.gsub(newnode.name, "_"..oldhue, "_"..HUES[hue])
end
end end
minetest.swap_node(pos, node) newnode.param2 = paletteidx + (minetest.get_node(pos).param2 % 32)
minetest.set_node(pos, newnode)
end end
else else
if unifieddyes.is_buildable_to(player:get_player_name(), pos2) and if unifieddyes.is_buildable_to(player:get_player_name(), pos2) and
minetest.registered_nodes[name] then minetest.registered_nodes[name] then
local placeable_node = minetest.registered_nodes[stack:get_name()] local placeable_node = minetest.registered_nodes[stack:get_name()]
minetest.set_node(pos2, placeable_node) minetest.set_node(pos2, placeable_node)
print(minetest.get_node(pos).name)
stack:take_item() stack:take_item()
return stack return stack
end end