local spawn_flames_floor = function(pos) -- Flames mcl_particles.add_node_particlespawner(pos, { amount = 8, time = 0, minpos = vector.add(pos, { x = -0.1, y = 0.05, z = -0.1 }), maxpos = vector.add(pos, { x = 0.1, y = 0.15, z = 0.1 }), minvel = { x = -0.01, y = 0, z = -0.01 }, maxvel = { x = 0.01, y = 0.1, z = 0.01 }, minexptime = 0.3, maxexptime = 0.6, minsize = 0.7, maxsize = 2, texture = "mcl_particles_flame.png", glow = minetest.registered_nodes[minetest.get_node(pos).name].light_source, }, "low") -- Smoke mcl_particles.add_node_particlespawner(pos, { amount = 0.5, time = 0, minpos = vector.add(pos, { x = -1/16, y = 0.04, z = -1/16 }), maxpos = vector.add(pos, { x = -1/16, y = 0.06, z = -1/16 }), minvel = { x = 0, y = 0.5, z = 0 }, maxvel = { x = 0, y = 0.6, z = 0 }, minexptime = 2.0, maxexptime = 2.0, minsize = 1.5, maxsize = 1.5, texture = "mcl_particles_smoke_anim.png", animation = { type = "vertical_frames", aspect_w = 8, aspect_h = 8, length = 2.05, }, }, "medium") end local spawn_flames_wall = function(pos) local minrelpos, maxrelpos local node = minetest.get_node(pos) local dir = minetest.wallmounted_to_dir(node.param2) if dir.x < 0 then minrelpos = { x = -0.38, y = 0.04, z = -0.1 } maxrelpos = { x = -0.2, y = 0.14, z = 0.1 } elseif dir.x > 0 then minrelpos = { x = 0.2, y = 0.04, z = -0.1 } maxrelpos = { x = 0.38, y = 0.14, z = 0.1 } elseif dir.z < 0 then minrelpos = { x = -0.1, y = 0.04, z = -0.38 } maxrelpos = { x = 0.1, y = 0.14, z = -0.2 } elseif dir.z > 0 then minrelpos = { x = -0.1, y = 0.04, z = 0.2 } maxrelpos = { x = 0.1, y = 0.14, z = 0.38 } else return end -- Flames mcl_particles.add_node_particlespawner(pos, { amount = 8, time = 0, minpos = vector.add(pos, minrelpos), maxpos = vector.add(pos, maxrelpos), minvel = { x = -0.01, y = 0, z = -0.01 }, maxvel = { x = 0.01, y = 0.1, z = 0.01 }, minexptime = 0.3, maxexptime = 0.6, minsize = 0.7, maxsize = 2, texture = "mcl_particles_flame.png", glow = minetest.registered_nodes[node.name].light_source, }, "low") -- Smoke mcl_particles.add_node_particlespawner(pos, { amount = 0.5, time = 0, minpos = vector.add(pos, minrelpos), maxpos = vector.add(pos, maxrelpos), minvel = { x = 0, y = 0.5, z = 0 }, maxvel = { x = 0, y = 0.6, z = 0 }, minexptime = 2.0, maxexptime = 2.0, minsize = 1.5, maxsize = 1.5, texture = "mcl_particles_smoke_anim.png", animation = { type = "vertical_frames", aspect_w = 8, aspect_h = 8, length = 2.05, }, }, "medium") end local remove_flames = function(pos) mcl_particles.delete_node_particlespawners(pos) end -- -- 3d torch part -- -- Check if placement at given node is allowed local function check_placement_allowed(node, wdir) -- Torch placement rules: Disallow placement on some nodes. General rule: Solid, opaque, full cube collision box nodes are allowed. -- Special allowed nodes: -- * soul sand -- * mob spawner -- * chorus flower -- * glass, barrier, ice -- * Fence, wall, end portal frame with ender eye: Only on top -- * Slab, stairs: Only on top if upside down -- Special forbidden nodes: -- * Piston, sticky piston local def = minetest.registered_nodes[node.name] if not def then return false -- No ceiling torches elseif wdir == 0 then return false elseif not def.buildable_to then if node.name ~= "mcl_core:ice" and node.name ~= "mcl_nether:soul_sand" and node.name ~= "mcl_mobspawners:spawner" and node.name ~= "mcl_core:barrier" and node.name ~= "mcl_end:chorus_flower" and node.name ~= "mcl_end:chorus_flower_dead" and (not def.groups.glass) and ((not def.groups.solid) or (not def.groups.opaque)) then -- Only allow top placement on these nodes if node.name == "mcl_end:dragon_egg" or node.name == "mcl_portals:end_portal_frame_eye" or def.groups.fence == 1 or def.groups.wall or def.groups.slab_top == 1 or def.groups.anvil or def.groups.pane or (def.groups.stair == 1 and minetest.facedir_to_dir(node.param2).y ~= 0) then if wdir ~= 1 then return false end else return false end elseif minetest.get_item_group(node.name, "piston") >= 1 then return false end end return true end function mcl_torches.register_torch(def) local itemstring = minetest.get_current_modname() .. ":" .. def.name local itemstring_wall = itemstring .. "_wall" def.light = def.light or minetest.LIGHT_MAX def.mesh_floor = def.mesh_floor or "mcl_torches_torch_floor.obj" def.mesh_wall = def.mesh_wall or "mcl_torches_torch_wall.obj" local groups = def.groups or {} groups.attached_node = 1 groups.torch = 1 groups.torch_particles = def.particles and 1 groups.dig_by_water = 1 groups.destroy_by_lava_flow = 1 groups.dig_by_piston = 1 local floordef = { description = def.description, _doc_items_longdesc = def.doc_items_longdesc, _doc_items_usagehelp = def.doc_items_usagehelp, _doc_items_hidden = def.doc_items_hidden, _doc_items_create_entry = def._doc_items_create_entry, drawtype = "mesh", mesh = def.mesh_floor, inventory_image = def.icon, wield_image = def.icon, tiles = def.tiles, use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, is_ground_content = false, walkable = false, liquids_pointable = false, light_source = def.light, groups = groups, drop = def.drop or itemstring, selection_box = { type = "wallmounted", wall_top = {-1/16, -1/16, -1/16, 1/16, 0.5, 1/16}, wall_bottom = {-1/16, -0.5, -1/16, 1/16, 1/16, 1/16}, }, sounds = def.sounds, node_placement_prediction = "", 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 not def then return itemstack end -- Call on_rightclick if the pointed node defines it if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack end 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}) if check_placement_allowed(node, wdir) == false then return itemstack end local itemstring = itemstack:get_name() local fakestack = ItemStack(itemstack) local idef = fakestack:get_definition() local retval if wdir == 1 then retval = fakestack:set_name(itemstring) else retval = fakestack:set_name(itemstring_wall) end if not retval then return itemstack end local success itemstack, success = minetest.item_place(fakestack, placer, pointed_thing, wdir) itemstack:set_name(itemstring) if success and idef.sounds and idef.sounds.place then minetest.sound_play(idef.sounds.place, {pos=under, gain=1}, true) end return itemstack end, on_rotate = false, on_construct = def.particles and spawn_flames_floor, on_destruct = def.particles and remove_flames, } minetest.register_node(itemstring, floordef) local groups_wall = table.copy(groups) groups_wall.torch = 2 local walldef = { drawtype = "mesh", mesh = def.mesh_wall, tiles = def.tiles, use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, is_ground_content = false, walkable = false, light_source = def.light, groups = groups_wall, drop = def.drop or itemstring, 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, -0.5, -0.1, -0.2, 0.1, 0.1}, }, sounds = def.sounds, on_rotate = false, on_construct = def.particles and spawn_flames_wall, on_destruct = def.particles and remove_flames, } minetest.register_node(itemstring_wall, walldef) -- Add entry alias for the Help if minetest.get_modpath("doc") then doc.add_entry_alias("nodes", itemstring, "nodes", itemstring_wall) end end minetest.register_lbm({ label = "Torch flame particles", name = "mcl_torches:flames", nodenames = {"group:torch_particles"}, run_at_every_load = true, action = function(pos, node) local torch_group = minetest.get_item_group(node.name, "torch") if torch_group == 1 then spawn_flames_floor(pos) elseif torch_group == 2 then spawn_flames_wall(pos) end end, })