Don't destroy wood and posts if digging up or down
parent
44ff55b5fb
commit
473708eb0b
16
init.lua
16
init.lua
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@ -452,7 +452,12 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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torchdir = {3, 2}
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end
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for segmentindex = 0, segment_count-1 do
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local dug = Cube(p, 1, {name="air"}, false, wood, post)
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local dug
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if segment_vector.y == 0 then
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dug = Cube(p, 1, {name="air"}, false, wood, post)
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else
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dug = Cube(p, 1, {name="air"}, false)
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end
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if not chaos_mode and segmentindex > 0 and not dug then return false, segmentindex end
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-- Add wooden platform, if neccessary. To avoid floating rails
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if segment_vector.y == 0 then
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@ -551,7 +556,12 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
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end
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-- End of the corridor segment; create the final piece
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local dug = Cube(p, 1, {name="air"}, false, wood, post)
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local dug
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if segment_vector.y == 0 then
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dug = Cube(p, 1, {name="air"}, false, wood, post)
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else
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dug = Cube(p, 1, {name="air"}, false)
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end
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if not chaos_mode and not dug then return false, segment_count end
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if segment_vector.y == 0 then
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Platform({x=p.x, y=p.y-1, z=p.z}, 1, node_wood)
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@ -589,7 +599,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up_or_down_next,
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end
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local segcount = pr:next(4,6)
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if up_or_down and up == false then
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Cube(waypoint, 1, {name="air"}, false, wood, post)
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Cube(waypoint, 1, {name="air"}, false)
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end
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local corridor_dug, corridor_segments_dug = corridor_part(start, vek, segcount, wood, post, first_or_final, up_or_down_prev)
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local corridor_vek = {x=vek.x*segcount, y=vek.y*segcount, z=vek.z*segcount}
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