Be far more cautios with set_node

master
Wuzzy 2016-11-13 03:11:46 +01:00
parent 7082445977
commit 7b63010217
1 changed files with 56 additions and 28 deletions

View File

@ -72,9 +72,15 @@ local function nextrandom_int(min, max)
return pr:next(min, max)
end
-- Checks if the mapgen is allowed to carve through this structure
local function CanBuild(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].is_ground_content
-- Checks if the mapgen is allowed to carve through this structure and only sets
-- the node if it is allowed.
local function SetNodeIfCanBuild(pos, node)
if minetest.registered_nodes[minetest.get_node(pos).name].is_ground_content then
minetest.set_node(pos, node)
return true
else
return false
end
end
-- Checks if the node is empty space which requires to be filled by a platform
@ -93,9 +99,7 @@ local function Cube(p, radius, node)
for zi = p.z-radius, p.z+radius do
for yi = p.y-radius, p.y+radius do
for xi = p.x-radius, p.x+radius do
if CanBuild({x=xi,y=yi,z=zi}) then
minetest.set_node({x=xi,y=yi,z=zi}, node)
end
SetNodeIfCanBuild({x=xi,y=yi,z=zi}, node)
end
end
end
@ -168,19 +172,20 @@ local function rci()
end
-- chests
local function Place_Chest(pos)
minetest.set_node(pos, {name="default:chest"})
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i=1,32 do
inv:set_stack("main", i, ItemStack(rci()))
if SetNodeIfCanBuild(pos, {name="default:chest"}) then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i=1,32 do
inv:set_stack("main", i, ItemStack(rci()))
end
end
end
local function WoodBulk(pos, wood)
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
minetest.set_node({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z+1}, {name=wood})
SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z+1}, {name=wood})
SetNodeIfCanBuild({x=pos.x+1, y=pos.y, z=pos.z-1}, {name=wood})
SetNodeIfCanBuild({x=pos.x-1, y=pos.y, z=pos.z-1}, {name=wood})
end
-- Gänge mit Schienen
@ -215,20 +220,43 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
p.x+dir[2], p.z+dir[1], -- orthogonal
p.x-dir[2], p.z-dir[1], -- orthogonal, the other way
}
minetest.set_node({x=p.x, y=p.y+1, z=p.z}, node_wood)
minetest.set_node({x=calc[1], y=p.y+1, z=calc[2]}, node_wood)
minetest.set_node({x=calc[1], y=p.y , z=calc[2]}, node_fence)
minetest.set_node({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
--[[ Shape:
WWW
P.P
PrP
pfp
W = wood
P = post (above floor level)
p = post (in floor level, only placed if no floor)
minetest.set_node({x=calc[3], y=p.y+1, z=calc[4]}, node_wood)
minetest.set_node({x=calc[3], y=p.y , z=calc[4]}, node_fence)
minetest.set_node({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
From previous generation (for reference):
f = floor
r = rail
. = air
]]
-- Left post and planks
local left_ok = true
left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y , z=calc[2]}, node_fence) end
if left_ok then left_ok = SetNodeIfCanBuild({x=calc[1], y=p.y+1, z=calc[2]}, node_wood) end
-- Right post and planks
local right_ok = true
right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y , z=calc[4]}, node_fence) end
if right_ok then right_ok = SetNodeIfCanBuild({x=calc[3], y=p.y+1, z=calc[4]}, node_wood) end
-- Middle planks
local top_planks_ok = false
if left_ok and right_ok then top_planks_ok = SetNodeIfCanBuild({x=p.x, y=p.y+1, z=p.z}, node_wood) end
if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
minetest.set_node({x=calc[1], y=p.y-2, z=calc[2]}, node_fence)
minetest.set_node({x=calc[3], y=p.y-2, z=calc[4]}, node_fence)
if left_ok then SetNodeIfCanBuild({x=calc[1], y=p.y-2, z=calc[2]}, node_fence) end
if right_ok then SetNodeIfCanBuild({x=calc[3], y=p.y-2, z=calc[4]}, node_fence) end
end
if torches then
-- Torches on the middle planks
if torches and top_planks_ok then
-- Place torches at horizontal sides
local walltorchtype
if minetest.get_modpath("torches") then
@ -238,8 +266,8 @@ local function corridor_part(start_point, segment_vector, segment_count, wood, p
else
walltorchtype = "default:torch"
end
minetest.set_node({x=calc[5], y=p.y+1, z=calc[6]}, {name=walltorchtype, param2=torchdir[1]})
minetest.set_node({x=calc[7], y=p.y+1, z=calc[8]}, {name=walltorchtype, param2=torchdir[2]})
SetNodeIfCanBuild({x=calc[5], y=p.y+1, z=calc[6]}, {name=walltorchtype, param2=torchdir[1]})
SetNodeIfCanBuild({x=calc[7], y=p.y+1, z=calc[8]}, {name=walltorchtype, param2=torchdir[2]})
end
end
@ -313,7 +341,7 @@ local function corridor_func(waypoint, coord, sign, up_or_down, up, wood, post)
p.y = p.y - 1;
end
if minetest.get_node({x=p.x,y=p.y-1,z=p.z}).name ~="default:rail" then
minetest.set_node(p, {name = "default:rail"})
SetNodeIfCanBuild(p, {name = "default:rail"})
end
if i == chestplace then
if minetest.get_node({x=p.x+vek.z,y=p.y-1,z=p.z-vek.x}).name == post then