Cleanup nodes code

This commit is contained in:
jp 2015-08-03 12:53:02 +02:00
parent 79e4f20505
commit b14b4684ce

View File

@ -115,14 +115,15 @@ if minetest.get_modpath("bucket") then
minetest.override_item("bucket:bucket_empty", { minetest.override_item("bucket:bucket_empty", {
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory() local inv = user:get_inventory()
local player = user:get_player_name()
if pointed_thing.type == "node" and if pointed_thing.type == "node" and
minetest.get_node(pointed_thing.under).name == "xdecor:cauldron" then minetest.get_node(pointed_thing.under).name == "xdecor:cauldron" then
if inv:room_for_item("main", "bucket:bucket_water 1") then if inv:room_for_item("main", "bucket:bucket_water 1") then
itemstack:take_item() itemstack:take_item()
inv:add_item("main", "bucket:bucket_water 1") inv:add_item("main", "bucket:bucket_water 1")
else else
minetest.chat_send_player(user:get_player_name(), minetest.chat_send_player(player, "No enough room in your inventory.")
"No room in your inventory to add a filled bucket!")
end end
return itemstack return itemstack
else if original_bucket_on_use then else if original_bucket_on_use then
@ -243,7 +244,7 @@ for _, d in pairs(door_types) do
description = string.sub(string.upper(d), 0, 1).. description = string.sub(string.upper(d), 0, 1)..
string.sub(d, 2).." Door", string.sub(d, 2).." Door",
inventory_image = "xdecor_"..d.."_door_inv.png", inventory_image = "xdecor_"..d.."_door_inv.png",
groups = {snappy=2, choppy=3, flammable=2, door=1}, groups = {choppy=3, flammable=2, door=1},
tiles_bottom = {"xdecor_"..d.."_door_b.png", "xdecor_brown.png"}, tiles_bottom = {"xdecor_"..d.."_door_b.png", "xdecor_brown.png"},
tiles_top = {"xdecor_"..d.."_door_a.png", "xdecor_brown.png"}, tiles_top = {"xdecor_"..d.."_door_a.png", "xdecor_brown.png"},
sounds = xdecor.wood sounds = xdecor.wood
@ -311,6 +312,10 @@ xdecor.register("fire", {
drawtype = "plantlike", drawtype = "plantlike",
damage_per_second = 2, damage_per_second = 2,
drop = "", drop = "",
selection_box = {
type = "fixed",
fixed = {-1/3.5, -1/2, -1/3.5, 1/3.5, -1/2+2/16, 1/3.5}
},
groups = {dig_immediate=3, hot=3, not_in_creative_inventory=1} groups = {dig_immediate=3, hot=3, not_in_creative_inventory=1}
}) })
@ -318,21 +323,18 @@ minetest.register_tool("xdecor:flint_steel", {
description = "Flint & Steel", description = "Flint & Steel",
inventory_image = "xdecor_flint_steel.png", inventory_image = "xdecor_flint_steel.png",
tool_capabilities = { tool_capabilities = {
groupcaps = { flamable = {uses=65, maxlevel=1} } groupcaps = { igniter = {uses=65, maxlevel=1} }
}, },
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
local player = user:get_player_name()
if pointed_thing.type == "node" and if pointed_thing.type == "node" and
minetest.get_node(pointed_thing.above).name == "air" then minetest.get_node(pointed_thing.above).name == "air" then
if not minetest.is_protected(pointed_thing.above, if not minetest.is_protected(pointed_thing.above, player) then
user:get_player_name()) then
minetest.set_node(pointed_thing.above, {name="xdecor:fire"}) minetest.set_node(pointed_thing.above, {name="xdecor:fire"})
else else
minetest.chat_send_player(user:get_player_name(), minetest.chat_send_player(player, "This area is protected.")
"This area is protected!")
end end
else else return end
return
end
itemstack:add_wear(65535/65) itemstack:add_wear(65535/65)
return itemstack return itemstack