fix name validations in `register_node` wrapper.

`blockgame.register_node` now works both when the provided name includes
a mod name, and when it doesn't.

previously, including a mod name would break things, making the actual
name used for registration include the mod name twice.
This commit is contained in:
trans_soup 2023-10-21 11:56:50 +02:00
parent 8259231013
commit f228dcac53
1 changed files with 22 additions and 10 deletions

View File

@ -34,28 +34,40 @@ end
local events = blockgame.events.namespace("api")
function blockgame.register_node (name, def, modname)
-- TODO: take full name and then extract modname and base name from that, that'll probably be easier to maintain.
-- (if no modname is provided, still assume it like what is being done currently.)
local modname = modname or minetest.get_current_modname()
local full_name = modname .. ":" .. name
function blockgame.register_node (fullname, def)
-- make sure the right names are used in the right contexts, by manually extracting them here.
-- this makes `blockgame.register_node` more flexible/reliable.
local modname
local basename
def.description = def.description or capitalize(name)
local colon_pos = string.find(fullname, ":")
if colon_pos then
modname = string.sub(fullname, 1, colon_pos - 1)
basename = string.sub(fullname, colon_pos + 1)
else
modname = minetest.get_current_modname()
basename = fullname
fullname = modname .. ":" .. basename
end
def.description = def.description or capitalize(basename)
def.tiles = def.tiles or {
modname .. "_" .. name .. ".png",
modname .. "_" .. basename .. ".png",
}
events.broadcast("before_register_node", {
name = name,
name = fullname,
def = def,
mod = modname,
basename = basename
})
minetest.register_node(full_name, def)
minetest.register_node(fullname, def)
events.broadcast("after_register_node", {
name = name,
name = fullname,
def = def,
mod = modname,
basename = basename
})
end