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Get rid of recursive call in default.dig_up (#3133)
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@ -1217,3 +1217,11 @@ These can be influenced using this API.
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* `player`: ObjectRef of the relevant player
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* You can override this function to change the weather effects by simply returning different values.
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Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
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Utilities
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---------
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`default.dig_up(pos, node, digger, max_height)`
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* Find all nodes above `pos` that is the same, then dig them all
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* `max_height` Maximum number of nodes to iterate. Default: 100
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@ -293,15 +293,32 @@ minetest.register_abm({
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-- Dig upwards
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--
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function default.dig_up(pos, node, digger)
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local in_dig_up = false
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function default.dig_up(pos, node, digger, max_height)
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if in_dig_up then return end -- Do not recurse
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if digger == nil then return end
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local np = {x = pos.x, y = pos.y + 1, z = pos.z}
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local nn = minetest.get_node(np)
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if nn.name == node.name then
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minetest.node_dig(np, nn, digger)
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max_height = max_height or 100
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in_dig_up = true
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for y = 1, max_height do
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local up_pos = vector.offset(pos, 0, y, 0)
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local up_node = minetest.get_node(up_pos)
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if up_node.name ~= node.name then
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break
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end
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if not minetest.node_dig(up_pos, up_node, digger) then
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break
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end
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end
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in_dig_up = false
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end
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-- errors are hard to handle, instead we rely on resetting this value the next step
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minetest.register_globalstep(function()
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in_dig_up = false
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end)
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--
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-- Fence registration helper
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