Add a helper function to reset a node's/item's color info

if a neutral node somehow ends up with different itemstack
meta when placed and then later dug.  Prevents look-alike stacks.
This commit is contained in:
Vanessa Dannenberg 2019-07-18 02:00:56 -04:00
parent e048da9c3c
commit 9ff40a7fe6
1 changed files with 38 additions and 0 deletions

View File

@ -195,6 +195,44 @@ minetest.register_on_placenode(
end
)
-- The complementary function: strip-off the color if the node being dug is still white/neutral
local function move_item(item, pos, inv)
if not creative_mode or not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
minetest.remove_node(pos)
end
function unifieddyes.on_dig(pos, node, digger)
local playername = digger:get_player_name()
if minetest.is_protected(pos, playername) then
minetest.record_protection_violation(pos, playername)
return
end
local oldparam2 = minetest.get_node(pos).param2
local def = minetest.registered_items[node.name]
local del_color
if def.paramtype2 == "color" and oldparam2 == 240 and def.palette == "unifieddyes_palette_extended.png" then
del_color = true
elseif def.paramtype2 == "colorwallmounted" and math.floor(oldparam2 / 8) == 0 and def.palette == "unifieddyes_palette_colorwallmounted.png" then
del_color = true
elseif def.paramtype2 == "colorfacedir" and math.floor(oldparam2 / 32) == 0 and string.find(def.palette, "unifieddyes_palette_") then
del_color = true
end
local inv = digger:get_inventory()
if del_color then
if inv:room_for_item("main", node.name) then move_item(node.name, pos, inv) end
else
return minetest.node_dig(pos, node, digger)
end
end
-- just stubs to keep old mods from crashing when expecting auto-coloring
-- or getting back the dye on dig.