d61803b65f
Because the fire nodes are not removed 100% when there are no more burnable nodes nearby, they can potentially stay around for very, very long times, leading to ABM trains every 5 seconds for no good reason (only 1 in 16 will be removed every interval). A much better method to remove fire nodes is to remove them by timer, and give removal a 100% chance if no flammable nodes are adjacent. This makes fire cleanup a lot faster and more natural, and will reduce the amount of ABM hits making fire overall more responsive. We also remove the 1 in 4 chance and fold the removal of flammable nodes into the ABM chance. There's some low hanging fruit cleanups in here as well.
293 lines
6.8 KiB
Lua
293 lines
6.8 KiB
Lua
-- minetest/fire/init.lua
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-- Global namespace for functions
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fire = {}
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-- Register flame nodes
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minetest.register_node("fire:basic_flame", {
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
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on_timer = function(pos)
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local f = minetest.find_node_near(pos, 1, {"group:flammable"})
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if not f then
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minetest.remove_node(pos)
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return
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end
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-- restart timer
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return true
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end,
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drop = "",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(math.random(30, 60))
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minetest.after(0, fire.update_sounds_around, pos)
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end,
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on_destruct = function(pos)
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minetest.after(0, fire.update_sounds_around, pos)
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end,
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on_blast = function()
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end, -- unaffected by explosions
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})
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minetest.register_node("fire:permanent_flame", {
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description = "Permanent Flame",
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3},
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drop = "",
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on_blast = function()
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end,
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})
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minetest.register_tool("fire:flint_and_steel", {
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description = "Flint and Steel",
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inventory_image = "fire_flint_steel.png",
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on_use = function(itemstack, user, pointed_thing)
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local player_name = user:get_player_name()
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local pt = pointed_thing
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if pt.type == "node" and minetest.get_node(pt.above).name == "air" then
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itemstack:add_wear(1000)
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local node_under = minetest.get_node(pt.under).name
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if minetest.get_item_group(node_under, "flammable") >= 1 then
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if not minetest.is_protected(pt.above, player_name) then
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minetest.set_node(pt.above, {name = "fire:basic_flame"})
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else
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minetest.chat_send_player(player_name, "This area is protected")
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end
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end
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end
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if not minetest.setting_getbool("creative_mode") then
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return itemstack
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end
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end
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})
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minetest.register_craft({
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output = "fire:flint_and_steel",
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recipe = {
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{"default:flint", "default:steel_ingot"}
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}
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})
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-- Get sound area of position
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fire.D = 6 -- size of sound areas
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function fire.get_area_p0p1(pos)
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local p0 = {
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x = math.floor(pos.x / fire.D) * fire.D,
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y = math.floor(pos.y / fire.D) * fire.D,
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z = math.floor(pos.z / fire.D) * fire.D,
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}
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local p1 = {
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x = p0.x + fire.D - 1,
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y = p0.y + fire.D - 1,
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z = p0.z + fire.D - 1
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}
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return p0, p1
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end
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-- Fire sounds table
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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-- Update fire sounds in sound area of position
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function fire.update_sounds_around(pos)
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local p0, p1 = fire.get_area_p0p1(pos)
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local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
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local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
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--print("number of flames at "..minetest.pos_to_string(p0).."/"
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-- ..minetest.pos_to_string(p1)..": "..#flames_p)
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local should_have_sound = (#flames_p > 0)
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local wanted_sound = nil
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if #flames_p >= 9 then
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wanted_sound = {name = "fire_large", gain = 0.7}
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elseif #flames_p > 0 then
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wanted_sound = {name = "fire_small", gain = 0.9}
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end
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local p0_hash = minetest.hash_node_position(p0)
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local sound = fire.sounds[p0_hash]
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if not sound then
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if should_have_sound then
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fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound,
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{pos = cp, max_hear_distance = 16, loop = true}),
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name = wanted_sound.name,
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}
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end
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else
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if not wanted_sound then
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minetest.sound_stop(sound.handle)
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fire.sounds[p0_hash] = nil
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elseif sound.name ~= wanted_sound.name then
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minetest.sound_stop(sound.handle)
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fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound,
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{pos = cp, max_hear_distance = 16, loop = true}),
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name = wanted_sound.name,
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}
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end
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end
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end
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-- Extinguish all flames quickly with water, snow, ice
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minetest.register_abm({
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nodenames = {"fire:basic_flame", "fire:permanent_flame"},
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neighbors = {"group:puts_out_fire"},
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interval = 3,
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chance = 1,
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catch_up = false,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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minetest.sound_play("fire_extinguish_flame",
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{pos = p0, max_hear_distance = 16, gain = 0.25})
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end,
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})
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-- Enable the following ABMs according to 'disable fire' setting
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if minetest.setting_getbool("disable_fire") then
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-- Remove basic flames only
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 7,
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chance = 1,
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catch_up = false,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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end,
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})
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else
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-- Ignite neighboring nodes, add basic flames
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minetest.register_abm({
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 7,
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chance = 12,
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catch_up = false,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around node, don't ignite
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if minetest.find_node_near(p0, 1, {"group:puts_out_fire"}) then
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return
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end
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local p = minetest.find_node_near(p0, 1, {"air"})
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if p then
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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end,
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})
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-- Remove flammable nodes
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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neighbors = "group:flammable",
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interval = 5,
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chance = 18,
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catch_up = false,
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action = function(p0, node, _, _)
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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if p then
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-- remove flammable nodes around flame
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local node = minetest.get_node(p)
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local def = minetest.registered_nodes[node.name]
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if def.on_burn then
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def.on_burn(p)
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else
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minetest.remove_node(p)
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nodeupdate(p)
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end
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end
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end,
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})
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end
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-- Rarely ignite things from far
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--[[ Currently disabled to reduce the chance of uncontrollable spreading
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fires that disrupt servers. Also for less lua processing load.
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minetest.register_abm({
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nodenames = {"group:igniter"},
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neighbors = {"air"},
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interval = 5,
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chance = 10,
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action = function(p0, node, _, _)
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local reg = minetest.registered_nodes[node.name]
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if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
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return
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end
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local d = reg.groups.igniter
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local p = minetest.find_node_near(p0, d, {"group:flammable"})
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if p then
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-- If there is water or stuff like that around flame, don't ignite
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if fire.flame_should_extinguish(p) then
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return
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end
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local p2 = fire.find_pos_for_flame_around(p)
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if p2 then
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minetest.set_node(p2, {name = "fire:basic_flame"})
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end
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end
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end,
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})
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--]]
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