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.
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8259231013
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1 changed files with 22 additions and 10 deletions
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@ -34,28 +34,40 @@ end
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local events = blockgame.events.namespace("api")
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local events = blockgame.events.namespace("api")
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function blockgame.register_node (name, def, modname)
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function blockgame.register_node (fullname, def)
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-- TODO: take full name and then extract modname and base name from that, that'll probably be easier to maintain.
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-- make sure the right names are used in the right contexts, by manually extracting them here.
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-- (if no modname is provided, still assume it like what is being done currently.)
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-- this makes `blockgame.register_node` more flexible/reliable.
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local modname = modname or minetest.get_current_modname()
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local modname
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local full_name = modname .. ":" .. name
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local basename
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def.description = def.description or capitalize(name)
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local colon_pos = string.find(fullname, ":")
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if colon_pos then
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modname = string.sub(fullname, 1, colon_pos - 1)
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basename = string.sub(fullname, colon_pos + 1)
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else
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modname = minetest.get_current_modname()
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basename = fullname
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fullname = modname .. ":" .. basename
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end
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def.description = def.description or capitalize(basename)
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def.tiles = def.tiles or {
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def.tiles = def.tiles or {
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modname .. "_" .. name .. ".png",
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modname .. "_" .. basename .. ".png",
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}
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}
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events.broadcast("before_register_node", {
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events.broadcast("before_register_node", {
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name = name,
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name = fullname,
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def = def,
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def = def,
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mod = modname,
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mod = modname,
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basename = basename
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})
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})
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minetest.register_node(full_name, def)
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minetest.register_node(fullname, def)
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events.broadcast("after_register_node", {
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events.broadcast("after_register_node", {
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name = name,
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name = fullname,
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def = def,
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def = def,
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mod = modname,
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mod = modname,
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basename = basename
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})
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})
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end
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end
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