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{'top', 'sorcery:mill', 'output'};
{'side', 'sorcery:mill', 'grinder'};
{'bottom', 'sorcery:mill', 'input'};
{'bottom', 'sorcery:harvester', 'charge'};
-- output handled on our side
}
end
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{'top', 'sorcery:mill', 'output'};
{'side', 'sorcery:mill', 'grinder'};
{'bottom', 'sorcery:mill', 'input'};
{'bottom', 'sorcery:harvester', 'charge'};
-- output handled on our side
{'bottom', 'sorcery:runeforge', 'amulet'};
-- output handled on our side
}
end
if minetest.get_modpath('mtg_craftguide') and minetest.get_modpath('sfinv') then
-- the craft guide is handy, but not only is it glitched to the point of enabling
-- trivial denial of service attacks against a server, it breaks some of the most
-- basic mechanics of the sorcery mod. we disable it except for players with a
-- specific debugging privilege. i suppose we could also add a 'potion of
-- omniscience' that allows brief access, but i'm disinclined to; it feels gross.
local pg = sfinv.pages['mtg_craftguide:craftguide']
local cb = pg.is_in_nav
-- currently this isn't used by mtgcg, but doing this gives us some future-
-- proofing, and keeps us from fucking up any competing access control that
-- might be in use.
pg.is_in_nav = function(self,player, ...)
-- unfortunately, this is a purely cosmetic "access control" mechanism;
-- sfinv doesn't actually check if a page is available to a player before
-- showing it to them. ironic, given how the author specifically warns
-- people in his modding tutorial that the client can submit any form it
-- wants at any time… 🙄
if not minetest.check_player_privs(player, 'sorcery:omniscience') then
return false
end
if cb
then return cb(self,player,...)
else return true
end
end
end
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