-- -- 3d torch part -- 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 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 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") end if not retval then return itemstack end itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir) itemstack:set_name("default:torch") 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} }}, paramtype = "light", paramtype2 = "wallmounted", 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", 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}, }, 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}) end end }) -- -- torch wield light -- 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, paramtype = "light", sunlight_propagates = true, light_source = 11, pointable = false, buildable_to = true, drops = {}, }) -- state tables local torchlight = {} local playerlist = {} 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) 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 end end end minetest.after(torchlight_update_interval, update_torchlight) end minetest.after(torchlight_update_interval, update_torchlight)