Change flame effect to a temporary flame.

- reduce chance of actual fire by 10.
- reduce chance of nodes getting modified
- adds a "dying flame" node that does not ignite
- lightning by default places the "dying flame"
- "dying flame" node destroys itself within a short period
This commit is contained in:
Auke Kok 2016-02-21 15:13:42 -08:00
parent fa362ba6bc
commit 75ad945534

View File

@ -117,16 +117,19 @@ lightning.strike = function()
if rng:next(1,4) > 1 then
return
end
-- very rarely, cause a massive forest fire (100*4*250 = 1/100000 seconds)
if rng:next(1,100) == 1 then
-- very rarely, potentially cause a fire
if rng:next(1,1000) == 1 then
minetest.set_node(pos2, {name = "fire:basic_flame"})
else
minetest.set_node(pos2, {name = "fire:permanent_flame"})
minetest.set_node(pos2, {name = "lightning:dying_flame"})
end
end
end
-- perform block modifications
if rng:next(1,10) > 1 then
return
end
pos2.y = pos2.y - 1
local n = minetest.get_node(pos2)
if minetest.get_item_group(n.name, "tree") > 0 then
@ -138,4 +141,45 @@ lightning.strike = function()
end
end
-- a special fire node that doesn't burn anything, and automatically disappears
minetest.register_node("lightning:dying_flame", {
description = "Dying Flame",
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 14,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,
groups = {dig_immediate = 3},
drop = "",
on_construct = function(pos)
minetest.after(0, fire.on_flame_add_at, pos)
minetest.after(rng:next(20, 40), minetest.remove_node, pos)
end,
on_destruct = function(pos)
minetest.after(0, fire.on_flame_remove_at, pos)
minetest.after(rng:next(20, 40), minetest.remove_node, pos)
end,
on_blast = function()
end, -- unaffected by explosions
})
minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)