MineClone2/mods/torches/init.lua

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--
-- 3d torch part
--
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minetest.register_node(":default:torch", {
description = "Torch",
drawtype = "mesh",
mesh = "torch_floor.obj",
inventory_image = "default_torch_on_floor.png",
wield_image = "default_torch_on_floor.png",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
walkable = false,
liquids_pointable = false,
light_source = 13,
groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
drop = "default:torch",
selection_box = {
type = "wallmounted",
wall_top = {-1/16, -2/16, -1/16, 1/16, 0.5, 1/16},
wall_bottom = {-1/16, -0.5, -1/16, 1/16, 2/16, 1/16},
},
sounds = default.node_sound_wood_defaults(),
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities, for now.
return itemstack
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end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if def and def.on_rightclick then
return def.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack, false
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end
local above = pointed_thing.above
local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
local fakestack = itemstack
local retval
if wdir <= 1 then
retval = fakestack:set_name("default:torch")
else
retval = fakestack:set_name("default:torch_wall")
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end
if not retval then
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return itemstack
end
itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
itemstack:set_name("default:torch")
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return itemstack
end
})
minetest.register_node(":default:torch_wall", {
drawtype = "mesh",
mesh = "torch_wall.obj",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
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paramtype = "light",
paramtype2 = "wallmounted",
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sunlight_propagates = true,
walkable = false,
light_source = 13,
groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
drop = "default:torch",
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selection_box = {
type = "wallmounted",
wall_top = {-0.1, -0.1, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
wall_side = {-0.5, -0.3, -0.1, -0.2, 0.3, 0.1},
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},
sounds = default.node_sound_wood_defaults(),
})
minetest.register_lbm({
name = "torches:convert_wallmounted",
nodenames = {"default:torch", "torches:floor", "torches:wall"},
action = function(pos, node)
if node.param2 >= 2 then
minetest.set_node(pos, {name = "default:torch_wall",
param2 = node.param2})
else
minetest.set_node(pos, {name = "default:torch",
param2 = node.param2})
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end
end
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})
--
-- torch wield light
--
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if not minetest.is_yes(minetest.setting_get("torches_wieldlight_enable") or true) then
return
end
local torchlight_update_interval = minetest.setting_get("torches_wieldlight_interval") or 0.25
minetest.register_node("torches:torchlight", {
drawtype = "airlike",
groups = {not_in_creative_inventory = 1},
walkable = false,
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paramtype = "light",
sunlight_propagates = true,
light_source = 11,
pointable = false,
buildable_to = true,
drops = {},
})
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-- state tables
local torchlight = {}
local playerlist = {}
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local function wields_torch(player)
if not player then
return false
end
local item = player:get_wielded_item()
if not item then
return false
end
return item:get_name() == "default:torch"
end
local function wielded_torch(name)
if not torchlight[name] then
return false
end
return true
end
local function is_torchlight(pos)
local node = minetest.get_node(pos)
return node.name == "torches:torchlight"
end
local function remove_torchlight(pos)
if is_torchlight(pos) then
minetest.swap_node(pos, {name = "air"})
end
end
local function place_torchlight(pos)
local name = minetest.get_node(pos).name
if name == "torches:torchlight" then
return true
end
if (minetest.get_node_light(pos) or 0) > 11 then
-- no reason to place torch here, so save a bunch
-- of node updates this way
return false
end
if name == "air" then
minetest.swap_node(pos, {name = "torches:torchlight"})
return true
end
return false
end
local function get_torchpos(player)
return vector.add({x = 0, y = 1, z = 0}, vector.round(player:getpos()))
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
playerlist[name] = true
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
-- don't look at wielded() here, it's likely invalid
if torchlight[name] then
remove_torchlight(torchlight[name])
torchlight[name] = nil
end
playerlist[name] = nil
end)
minetest.register_on_shutdown(function()
for i, _ in pairs(torchlight) do
remove_torchlight(torchlight[i])
end
end)
local function update_torchlight(dtime)
for name, _ in pairs(playerlist) do
local player = minetest.get_player_by_name(name)
local wielded = wielded_torch(name)
local wields = wields_torch(player)
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if not wielded and wields then
local torchpos = get_torchpos(player)
if place_torchlight(torchpos) then
torchlight[name] = vector.new(torchpos)
end
elseif wielded and not wields then
remove_torchlight(torchlight[name])
torchlight[name] = nil
elseif wielded and wields then
local torchpos = get_torchpos(player)
if not vector.equals(torchpos, torchlight[name]) or
not is_torchlight(torchpos) then
if place_torchlight(torchpos) then
remove_torchlight(torchlight[name])
torchlight[name] = vector.new(torchpos)
elseif vector.distance(torchlight[name], torchpos) > 2 then
-- player went into some node
remove_torchlight(torchlight[name])
torchlight[name] = nil
end
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end
end
end
minetest.after(torchlight_update_interval, update_torchlight)
end
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minetest.after(torchlight_update_interval, update_torchlight)
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