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make falling node checks check for protection #12966
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will that check for liquid too? |
check for liquid... doing what? flowing? no, this doesn't affect how liquids flow. |
~~:-1: ~~ Edit: I'm unsure.
|
a valid objection.
players generally do not, but there are 2 cases that concern me:
of course. but those can't be fixed before some sort of API is created to solve the problem.
i'm sure not why this would be "less drastic". it certainly is possible to override do you perhaps mean that we should expose the specific callbacks that are used to check for falling nodes? those are all one-line functions that only call the method which i've extended in this PR. a post-script: for those who don't like change, it'd certainly be possible to gate the behavior behind a configuration option (e.g. |
Ah, I see the issue now.
Yes. My idea was that there's something like a (Btw. it looks to me like only the punch case needs change, digging and placing is already blocked by protection (apart from the border, but the protection border has always been less secured anyway).)
I like settings. But some of the core devs think we have too many. Also, settings might be too limited, i.e. maybe you only want to check protection for ladders. |
after mulling over this issue for a while, i decide i like this approach. this would let me more easily rewrite falling node behavior as a mod. do others support that? if so, i'll close this and create a new PR. |
https://irc.minetest.net/minetest-dev/2023-05-28#i_6087676 Suggestion: Add |
I don't quite understand how the protected node gets removed. Does the node remove itself on |
I support fixing the issue (= I acknowledge this as bugfix). But I'm not sure if I support the implementation. |
i'll close this now, and re-open w/ the proposal in this comment, at some future date. |
Goal of the PR
to prevent players from knocking things off the walls or ceiling in protected areas
How does the PR work?
adds a new optional
player_name
parameter tocheck_for_falling
andcheck_single_for_falling
. if this value is not nil, andminetest.is_protected(pos, player_name)
, then things won't fall. the builtinon_placenode
,on_dignode
, andon_puncnode
callbacks supply this value if triggered by a player.Does it resolve any reported issue?
i don't think so
Does this relate to a goal in the roadmap?
i don't think so
If not a bug fix, why is this PR needed? What usecases does it solve?
players on the your-land server occasionally complain about things getting knocked off walls in protected areas, and i can't figure out a way to keep that from happening w/out tweaking the API.
To do
i'm not sure if this won't break someone else's usecase, though i don't know of any. feedback appreciated.
This PR is Ready for Review.
How to test
devtest has
testnodes:falling
, but you'll need a protection mod (e.g. areas) and a way to place it (worldedit?)