231 lines
6.0 KiB
Lua
231 lines
6.0 KiB
Lua
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--
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-- 3d torch part
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--
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minetest.register_node(":default:torch", {
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description = "Torch",
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drawtype = "mesh",
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mesh = "torch_floor.obj",
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inventory_image = "default_torch_on_floor.png",
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wield_image = "default_torch_on_floor.png",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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liquids_pointable = false,
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light_source = 13,
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groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
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drop = "default:torch",
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selection_box = {
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type = "wallmounted",
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wall_top = {-1/16, -2/16, -1/16, 1/16, 0.5, 1/16},
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wall_bottom = {-1/16, -0.5, -1/16, 1/16, 2/16, 1/16},
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},
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sounds = default.node_sound_wood_defaults(),
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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-- no interaction possible with entities, for now.
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return itemstack
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end
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if def and def.on_rightclick then
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return def.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack, false
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end
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
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local fakestack = itemstack
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local retval
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if wdir <= 1 then
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retval = fakestack:set_name("default:torch")
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else
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retval = fakestack:set_name("default:torch_wall")
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end
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if not retval then
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return itemstack
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end
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itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
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itemstack:set_name("default:torch")
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return itemstack
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end
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})
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minetest.register_node(":default:torch_wall", {
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drawtype = "mesh",
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mesh = "torch_wall.obj",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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light_source = 13,
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groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
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drop = "default:torch",
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selection_box = {
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type = "wallmounted",
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wall_top = {-0.1, -0.1, -0.1, 0.1, 0.5, 0.1},
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wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
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wall_side = {-0.5, -0.3, -0.1, -0.2, 0.3, 0.1},
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},
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sounds = default.node_sound_wood_defaults(),
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})
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minetest.register_lbm({
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name = "torches:convert_wallmounted",
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nodenames = {"default:torch", "torches:floor", "torches:wall"},
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action = function(pos, node)
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if node.param2 >= 2 then
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minetest.set_node(pos, {name = "default:torch_wall",
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param2 = node.param2})
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else
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minetest.set_node(pos, {name = "default:torch",
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param2 = node.param2})
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end
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end
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})
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--
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-- torch wield light
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--
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if not minetest.is_yes(minetest.setting_get("torches_wieldlight_enable") or true) then
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return
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end
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local torchlight_update_interval = minetest.setting_get("torches_wieldlight_interval") or 0.25
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minetest.register_node("torches:torchlight", {
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drawtype = "airlike",
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groups = {not_in_creative_inventory = 1},
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walkable = false,
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paramtype = "light",
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sunlight_propagates = true,
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light_source = 11,
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pointable = false,
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buildable_to = true,
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drops = {},
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})
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-- state tables
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local torchlight = {}
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local playerlist = {}
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local function wields_torch(player)
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if not player then
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return false
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end
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local item = player:get_wielded_item()
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if not item then
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return false
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end
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return item:get_name() == "default:torch"
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end
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local function wielded_torch(name)
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if not torchlight[name] then
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return false
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end
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return true
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end
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local function is_torchlight(pos)
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local node = minetest.get_node(pos)
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return node.name == "torches:torchlight"
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end
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local function remove_torchlight(pos)
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if is_torchlight(pos) then
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minetest.swap_node(pos, {name = "air"})
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end
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end
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local function place_torchlight(pos)
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local name = minetest.get_node(pos).name
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if name == "torches:torchlight" then
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return true
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end
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if (minetest.get_node_light(pos) or 0) > 11 then
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-- no reason to place torch here, so save a bunch
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-- of node updates this way
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return false
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end
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if name == "air" then
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minetest.swap_node(pos, {name = "torches:torchlight"})
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return true
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end
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return false
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end
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local function get_torchpos(player)
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return vector.add({x = 0, y = 1, z = 0}, vector.round(player:getpos()))
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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playerlist[name] = true
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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-- don't look at wielded() here, it's likely invalid
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if torchlight[name] then
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remove_torchlight(torchlight[name])
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torchlight[name] = nil
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end
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playerlist[name] = nil
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end)
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minetest.register_on_shutdown(function()
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for i, _ in pairs(torchlight) do
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remove_torchlight(torchlight[i])
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end
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end)
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local function update_torchlight(dtime)
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for name, _ in pairs(playerlist) do
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local player = minetest.get_player_by_name(name)
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local wielded = wielded_torch(name)
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local wields = wields_torch(player)
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if not wielded and wields then
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local torchpos = get_torchpos(player)
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if place_torchlight(torchpos) then
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torchlight[name] = vector.new(torchpos)
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end
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elseif wielded and not wields then
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remove_torchlight(torchlight[name])
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torchlight[name] = nil
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elseif wielded and wields then
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local torchpos = get_torchpos(player)
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if not vector.equals(torchpos, torchlight[name]) or
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not is_torchlight(torchpos) then
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if place_torchlight(torchpos) then
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remove_torchlight(torchlight[name])
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torchlight[name] = vector.new(torchpos)
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elseif vector.distance(torchlight[name], torchpos) > 2 then
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-- player went into some node
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remove_torchlight(torchlight[name])
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torchlight[name] = nil
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end
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end
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end
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end
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minetest.after(torchlight_update_interval, update_torchlight)
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end
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minetest.after(torchlight_update_interval, update_torchlight)
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