forked from minetest/minetest_game
Flowers: Allow placing waterlily on river water
Add 'buildable_to = true' to flowers and waterlily
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2119054a95
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8148bbf95e
@ -46,6 +46,7 @@ local function add_simple_flower(name, desc, box, f_groups)
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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stack_max = 99,
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groups = f_groups,
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sounds = default.node_sound_leaves_defaults(),
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@ -252,6 +253,7 @@ minetest.register_node("flowers:waterlily", {
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wield_image = "flowers_waterlily.png",
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liquids_pointable = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, flower = 1},
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sounds = default.node_sound_leaves_defaults(),
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node_box = {
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@ -266,10 +268,19 @@ minetest.register_node("flowers:waterlily", {
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after_place_node = function(pos, placer, itemstack, 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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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:water_source")
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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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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:river_water_source")
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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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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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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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end
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})
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