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take buidable_to into account, and make it the default decision if bones would be about to replace it
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1 changed files with 19 additions and 13 deletions
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@ -103,23 +103,29 @@ local function may_replace(pos, player)
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local node_definition = minetest.registered_nodes[node_name]
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-- if the node is unknown, we let the protection mod decide
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-- this is consistent with when a player could dig or not dig it
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-- unknown decoration would often be removed
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-- while unknown building materials in use would usually be left
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if node_definition then
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-- allow replacing air and liquids
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if node_name == "air" or node_definition.liquidtype ~= "none" then
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return true
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end
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-- don't replace filled chests and other nodes that don't allow it
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local can_dig_func = node_definition.can_dig
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if can_dig_func and not can_dig_func(pos, player) then
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return false
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end
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if not node_definition then
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-- only replace nodes that are not protected
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return not minetest.is_protected(pos, player:get_player_name())
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end
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-- only replace nodes that are not protected
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return not minetest.is_protected(pos, player:get_player_name())
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-- allow replacing air and liquids
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if node_name == "air" or node_definition.liquidtype ~= "none" then
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return true
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end
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-- don't replace filled chests and other nodes that don't allow it
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local can_dig_func = node_definition.can_dig
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if can_dig_func and not can_dig_func(pos, player) then
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return false
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end
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-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
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-- flowers being squished by bones are more realistical than a squished stone, too
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-- exception are of course any protected buildable_to
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return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
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end
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minetest.register_on_dieplayer(function(player)
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