Fix next sluice bug
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83d9991ffb
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@ -12,74 +12,62 @@
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]]--
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local M = minetest.get_meta
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local S = techage.S
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local M = minetest.get_meta
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local P2S = function(pos) if pos then return minetest.pos_to_string(pos) end end
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local S2P = minetest.string_to_pos
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local function check_position(pos, facedir)
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local dir = minetest.facedir_to_dir(facedir)
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local pos_ = vector.add(pos, dir)
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local node = minetest.get_node(pos_)
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return node.name == "default:water_source" or node.name == "default:water_flowing"
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return (node.name == "default:water_source" or node.name == "default:water_flowing"), pos_
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end
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-- Function checks if a millpond is avaliable and
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-- returns the pos for the new water block, and the type of block.
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-- Function checks if water is avaliable and
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-- returns the pos for the new water block, and the result (true/false).
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local function has_water(pos, facedir)
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local res, dir, pos2
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local res1, pos1 = check_position(pos, (facedir + 1) % 4)
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local res2, pos2 = check_position(pos, (facedir + 3) % 4)
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-- check left side
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res = check_position(pos, (facedir + 3) % 4)
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dir = minetest.facedir_to_dir((facedir + 1) % 4)
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pos2 = vector.add(pos, dir)
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if res == true then
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return pos2, "water"
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else
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return pos2, "air"
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if res1 and not res2 then
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M(pos):set_string("millrace_pos", P2S(pos2))
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return pos2, true
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end
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-- check right side
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res = check_position(pos, (facedir + 1) % 4)
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dir = minetest.facedir_to_dir((facedir + 3) % 4)
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pos2 = vector.add(pos, dir)
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if res == true then
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return pos2, "water"
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else
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return pos2, "air"
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if not res1 and res2 then
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M(pos):set_string("millrace_pos", P2S(pos1))
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return pos1, true
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end
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local pos3 = S2P(M(pos):get_string("millrace_pos"))
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if pos3 then
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return pos3, true
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end
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return pos1, false
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end
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local function on_rightclick(pos, node, clicker, itemstack, pointed_thing)
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local pos2 = vector.add(pos, {x = 0, y = -1, z = 0})
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local node2 = minetest.get_node(pos2)
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local pos3, res = has_water(pos2, node2.param2, clicker)
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local pos3, res = has_water(pos2, node2.param2)
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local node3 = minetest.get_node(pos3)
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if node2.name == "techage:ta1_sluice_closed" then
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minetest.swap_node(pos, {name = "techage:ta1_sluice_handle_open", param2 = node.param2})
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minetest.swap_node(pos2, {name = "techage:ta1_sluice_open", param2 = node.param2})
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if res == "water" then
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if node3.name == "air" or node3.name == "default:water_flowing" then
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minetest.add_node(pos3, {name = "default:water_source"})
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minetest.get_node_timer(pos3):start(2)
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end
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else
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minetest.add_node(pos3, {name = "air"})
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if res then
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minetest.add_node(pos3, {name = "default:water_source"})
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minetest.get_node_timer(pos3):start(2)
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end
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minetest.sound_play("doors_door_open", {gain = 0.5, pos = pos,
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max_hear_distance = 10}, true)
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elseif node2.name == "techage:ta1_sluice_open" then
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minetest.swap_node(pos, {name = "techage:ta1_sluice_handle_closed", param2 = node.param2})
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minetest.swap_node(pos2, {name = "techage:ta1_sluice_closed", param2 = node.param2})
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if res == "water" then
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if node3.name == "default:water_source" then
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minetest.add_node(pos3, {name = "default:water_flowing"})
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end
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else
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if node3.name == "default:water_flowing" then
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minetest.add_node(pos3, {name = "air"})
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end
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if res then
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minetest.add_node(pos3, {name = "air"})
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end
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minetest.sound_play("doors_door_close", {gain = 0.5, pos = pos,
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max_hear_distance = 10}, true)
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