Fix flashlight's light generation

The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.

There was a problem with light from the flashlight getting stuck in
the map.  This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight.  Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state.  Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.

The light_off node type is not required.  With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.
This commit is contained in:
Zefram 2014-04-26 23:26:07 +01:00 committed by ShadowNinja
parent 60c75bce74
commit db79675570

@ -56,7 +56,7 @@ minetest.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
local pos = player:getpos()
local rounded_pos = vector.round(pos)
rounded_pos.x = rounded_pos.x + 1
rounded_pos.y = rounded_pos.y + 1
player_positions[player_name] = rounded_pos
was_wielding[player_name] = true
end)
@ -66,7 +66,7 @@ minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
local pos = player_positions[player_name]
local nodename = minetest.get_node(pos).name
if nodename == "technic:light_off" or nodename == "technic:light" then
if nodename == "technic:light" then
minetest.remove_node(pos)
end
player_positions[player_name] = nil
@ -103,7 +103,7 @@ minetest.register_globalstep(function(dtime)
local flashlight_weared = check_for_flashlight(player)
local pos = player:getpos()
local rounded_pos = vector.round(pos)
rounded_pos.x = rounded_pos.x + 1
rounded_pos.y = rounded_pos.y + 1
local old_pos = player_positions[player_name]
local player_moved = not vector.equals(old_pos, rounded_pos)
@ -112,7 +112,6 @@ minetest.register_globalstep(function(dtime)
was_wielding[player_name] = false
local node = minetest.get_node_or_nil(old_pos)
if node and node.name == "technic:light" then
minetest.set_node(old_pos, {name="technic:light_off"})
minetest.remove_node(old_pos)
end
elseif (player_moved or not was_wielding[player_name]) and flashlight_weared then
@ -122,7 +121,6 @@ minetest.register_globalstep(function(dtime)
end
local node = minetest.get_node_or_nil(old_pos)
if node and node.name == "technic:light" then
minetest.set_node(old_pos, {name="technic:light_off"})
minetest.remove_node(old_pos)
end
player_positions[player_name] = rounded_pos
@ -140,22 +138,6 @@ minetest.register_node("technic:light", {
walkable = false,
buildable_to = true,
sunlight_propagates = true,
light_source = 15,
light_source = LIGHT_MAX,
pointable = false,
})
minetest.register_node("technic:light_off", {
drawtype = "glasslike",
tile_images = {"technic_light.png"},
paramtype = "light",
groups = {not_in_creative_inventory=1},
drop = "",
walkable = false,
buildable_to = true,
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
})