mirror of
https://git.minetest.land/Mineclonia/Mineclonia.git
synced 2024-11-24 11:45:10 +00:00
Import Minetest Game 0.4.15 code for: fire
- Fire spread is much slower now - Higher code quality in general
This commit is contained in:
parent
aabb5a8d41
commit
13ec1ce743
10 changed files with 287 additions and 214 deletions
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@ -19,8 +19,13 @@ http://creativecommons.org/licenses/by-sa/3.0/
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Authors of media files
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-----------------------
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fire_small.ogg sampled from:
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http://www.freesound.org/people/dobroide/sounds/4211/
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Muadtralk (CC BY-SA 3.0)
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fire_basic_flame_animated.png
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fire_large.ogg sampled from:
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http://www.freesound.org/people/Dynamicell/sounds/17548/
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Dynamicell (CC BY 3.0)
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http://www.freesound.org/people/Dynamicell/sounds/17548/
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fire_fire.*.ogg
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Benboncan (CC BY 3.0)
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https://www.freesound.org/people/Benboncan/sounds/66457/
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fire_flint_and_steel.ogg
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@ -1,237 +1,305 @@
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local init = os.clock()
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minetest.register_node("mcl_fire:basic_flame", {
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description = "Fire",
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drawtype = "firelike",
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tiles = {{
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name="fire_basic_flame_animated.png",
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animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=1},
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}},
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inventory_image = "fire_basic_flame.png",
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-- Real light level: 15 (but Minetest caps at 14)
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light_source = 14,
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groups = {igniter=2,dig_immediate=3,dig_by_water=1,not_in_creative_inventory=1},
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drop = '',
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walkable = false,
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buildable_to = true,
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damage_per_second = 4,
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after_place_node = function(pos, placer)
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mcl_fire.on_flame_add_at(pos)
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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mcl_fire.on_flame_remove_at(pos)
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end,
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})
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-- Global namespace for functions
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mcl_fire = {}
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mcl_fire.D = 6
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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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mcl_fire.sounds = {}
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function mcl_fire.get_area_p0p1(pos)
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local p0 = {
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x=math.floor(pos.x/mcl_fire.D)*mcl_fire.D,
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y=math.floor(pos.y/mcl_fire.D)*mcl_fire.D,
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z=math.floor(pos.z/mcl_fire.D)*mcl_fire.D,
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}
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local p1 = {
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x=p0.x+mcl_fire.D-1,
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y=p0.y+mcl_fire.D-1,
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z=p0.z+mcl_fire.D-1
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}
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return p0, p1
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end
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function mcl_fire.update_sounds_around(pos)
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local p0, p1 = mcl_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, {"mcl_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=1.5}
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elseif #flames_p > 0 then
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wanted_sound = {name="fire_small", gain=1.5}
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end
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local p0_hash = minetest.hash_node_position(p0)
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local sound = mcl_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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mcl_fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound, {pos=cp, 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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mcl_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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mcl_fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound, {pos=cp, 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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--
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-- Items
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--
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function mcl_fire.on_flame_add_at(pos)
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--print("flame added at "..minetest.pos_to_string(pos))
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mcl_fire.update_sounds_around(pos)
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end
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-- Flame nodes
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function mcl_fire.on_flame_remove_at(pos)
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--print("flame removed at "..minetest.pos_to_string(pos))
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mcl_fire.update_sounds_around(pos)
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end
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function mcl_fire.find_pos_for_flame_around(pos)
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return minetest.find_node_near(pos, 1, {"air"})
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end
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function mcl_fire.flame_should_extinguish(pos)
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if minetest.setting_getbool("disable_fire") then return true end
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--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
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local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
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local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
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return (#ps ~= 0)
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end
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-- Ignite neighboring nodes
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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 = 1,
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chance = 2,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, don't ignite
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if mcl_fire.flame_should_extinguish(p0) then
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minetest.register_node("mcl_fire:fire", {
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description = "Fire",
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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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-- Real light level: 15 (but Minetest caps at 14)
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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 = 1,
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groups = {igniter = 1, 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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local p = mcl_fire.find_pos_for_flame_around(p0)
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if p then
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minetest.set_node(p, {name="mcl_fire:basic_flame"})
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mcl_fire.on_flame_add_at(p)
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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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end,
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on_blast = function() -- Unaffected by explosions
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end,
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})
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-- Rarely ignite things from far
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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 = 2,
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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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minetest.register_node("mcl_fire:eternal_fire", {
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description = "Eternal Fire",
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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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-- Real light level: 15 (but Minetest caps at 14)
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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 = 1,
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groups = {igniter = 1, dig_immediate = 3, not_in_creative_inventory = 1},
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drop = "",
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on_blast = function() -- Unaffected by explosions
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end,
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})
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--
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-- Sound
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--
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local flame_sound = minetest.setting_getbool("flame_sound")
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if flame_sound == nil then
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-- Enable if no setting present
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flame_sound = true
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end
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if flame_sound then
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local handles = {}
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local timer = 0
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-- Parameters
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local radius = 8 -- Flame node search radius around player
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local cycle = 3 -- Cycle time for sound updates
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-- Update sound for player
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function mcl_fire.update_player_sound(player)
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local player_name = player:get_player_name()
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-- Search for flame nodes in radius around player
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local ppos = player:getpos()
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local areamin = vector.subtract(ppos, radius)
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local areamax = vector.add(ppos, radius)
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local fpos, num = minetest.find_nodes_in_area(
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areamin,
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areamax,
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{"mcl_fire:fire", "mcl_fire:eternal_fire"}
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)
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-- Total number of flames in radius
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local flames = (num["mcl_fire:fire"] or 0) +
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(num["mcl_fire:eternal_fire"] or 0)
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-- Stop previous sound
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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-- If flames
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if flames > 0 then
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-- Find centre of flame positions
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local fposmid = fpos[1]
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-- If more than 1 flame
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if #fpos > 1 then
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local fposmin = areamax
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local fposmax = areamin
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for i = 1, #fpos do
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local fposi = fpos[i]
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if fposi.x > fposmax.x then
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fposmax.x = fposi.x
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end
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if fposi.y > fposmax.y then
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fposmax.y = fposi.y
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end
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if fposi.z > fposmax.z then
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fposmax.z = fposi.z
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end
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if fposi.x < fposmin.x then
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fposmin.x = fposi.x
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end
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if fposi.y < fposmin.y then
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fposmin.y = fposi.y
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end
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if fposi.z < fposmin.z then
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fposmin.z = fposi.z
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end
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end
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fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
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end
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-- Play sound
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local handle = minetest.sound_play(
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"fire_fire",
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{
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pos = fposmid,
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to_player = player_name,
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gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
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max_hear_distance = 32,
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loop = true, -- In case of lag
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}
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)
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-- Store sound handle for this player
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if handle then
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handles[player_name] = handle
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end
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end
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end
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-- Cycle for updating players sounds
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < cycle 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 mcl_fire.flame_should_extinguish(p) then
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timer = 0
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local players = minetest.get_connected_players()
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for n = 1, #players do
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mcl_fire.update_player_sound(players[n])
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end
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end)
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-- Stop sound and clear handle on player leave
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end)
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end
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--
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-- ABMs
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--
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-- Extinguish all flames quickly with water, snow, ice
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minetest.register_abm({
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label = "Extinguish flame",
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nodenames = {"mcl_fire:fire", "mcl_fire:eternal_fire"},
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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(pos, node, active_object_count, active_object_count_wider)
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame",
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{pos = pos, max_hear_distance = 16, gain = 0.15})
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end,
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})
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-- Enable the following ABMs according to 'enable fire' setting
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local fire_enabled = minetest.setting_getbool("enable_fire")
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if fire_enabled == nil then
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-- New setting not specified, check for old setting.
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-- If old setting is also not specified, 'not nil' is true.
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fire_enabled = not minetest.setting_getbool("disable_fire")
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end
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if not fire_enabled then
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-- Remove basic flames only if fire disabled
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minetest.register_abm({
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label = "Remove disabled fire",
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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 = minetest.remove_node,
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})
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else -- Fire enabled
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-- Ignite neighboring nodes, add basic flames
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minetest.register_abm({
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label = "Ignite flame",
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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(pos, node, active_object_count, active_object_count_wider)
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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(pos, 1, {"group:puts_out_fire"}) then
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return
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end
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local p2 = mcl_fire.find_pos_for_flame_around(p)
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if p2 then
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minetest.set_node(p2, {name="mcl_fire:basic_flame"})
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mcl_fire.on_flame_add_at(p2)
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end
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end
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end,
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})
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-- Remove flammable nodes and flame
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minetest.register_abm({
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nodenames = {"mcl_fire:basic_flame"},
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interval = 1,
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chance = 2,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, remove flame
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if mcl_fire.flame_should_extinguish(p0) then
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minetest.remove_node(p0)
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mcl_fire.on_flame_remove_at(p0)
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return
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end
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-- Make the following things rarer
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if math.random(1,3) == 1 then
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return
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end
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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mcl_fire.on_flame_remove_at(p0)
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return
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end
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if math.random(1,3) == 1 then
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-- remove a flammable node around flame
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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local p = minetest.find_node_near(pos, 1, {"air"})
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if p then
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-- If there is water or stuff like that around flame, don't remove
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if mcl_fire.flame_should_extinguish(p0) then
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return
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end
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minetest.remove_node(p)
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core.check_for_falling(p)
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minetest.set_node(p, {name = "mcl_fire:fire"})
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end
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else
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-- remove flame
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minetest.remove_node(p0)
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mcl_fire.on_flame_remove_at(p0)
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end
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end,
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})
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end,
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})
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--
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-- Flint and Steel
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--
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-- Remove flammable nodes around fire
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function mcl_fire.set_fire(pointed_thing)
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minetest.register_abm({
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label = "Remove flammable nodes",
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||||
nodenames = {"mcl_fire:fire"},
|
||||
neighbors = "group:flammable",
|
||||
interval = 5,
|
||||
chance = 18,
|
||||
catch_up = false,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
local p = minetest.find_node_near(pos, 1, {"group:flammable"})
|
||||
if p then
|
||||
local flammable_node = minetest.get_node(p)
|
||||
local def = minetest.registered_nodes[flammable_node.name]
|
||||
if def.on_burn then
|
||||
def.on_burn(p)
|
||||
else
|
||||
minetest.remove_node(p)
|
||||
minetest.check_for_falling(p)
|
||||
end
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
-- Set pointed_thing on fire
|
||||
mcl_fire.set_fire = function(pointed_thing)
|
||||
local n = minetest.get_node(pointed_thing.above)
|
||||
if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then
|
||||
minetest.add_node(pointed_thing.above, {name="mcl_fire:basic_flame"})
|
||||
minetest.add_node(pointed_thing.above, {name="mcl_fire:fire"})
|
||||
end
|
||||
end
|
||||
|
||||
--
|
||||
-- Fire Particles
|
||||
--
|
||||
|
||||
function mcl_fire.add_fire(pos)
|
||||
local null = {x=0, y=0, z=0}
|
||||
pos.y = pos.y+0.19
|
||||
minetest.add_particle({
|
||||
pos = pos,
|
||||
velocity = null,
|
||||
acceleration = null,
|
||||
expirationtime = 1.1,
|
||||
size = 1.5,
|
||||
collisiondetection = true,
|
||||
texture = "default_fire_particle"..tostring(math.random(1,2)) ..".png"
|
||||
})
|
||||
pos.y = pos.y +0.01
|
||||
minetest.add_particle({
|
||||
pos = pos,
|
||||
velocity = null,
|
||||
acceleration = null,
|
||||
expirationtime = 0.8,
|
||||
size = 1.5,
|
||||
collisiondetection = true,
|
||||
texture = "default_fire_particle"..tostring(math.random(1,2)) ..".png"
|
||||
})
|
||||
end
|
||||
minetest.register_alias("mcl_fire:basic_flame", "mcl_fire:fire")
|
||||
minetest.register_alias("fire:basic_flame", "mcl_fire:fire")
|
||||
minetest.register_alias("fire:permanent_flame", "mcl_fire:eternal_flame")
|
||||
|
||||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/flint_and_steel.lua")
|
||||
dofile(minetest.get_modpath(minetest.get_current_modname()).."/fire_charge.lua")
|
||||
|
||||
local time_to_load= os.clock() - init
|
||||
print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))
|
||||
|
|
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.1.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.1.ogg
Normal file
Binary file not shown.
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.2.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.2.ogg
Normal file
Binary file not shown.
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.3.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_extinguish_flame.3.ogg
Normal file
Binary file not shown.
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.1.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.1.ogg
Normal file
Binary file not shown.
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.2.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.2.ogg
Normal file
Binary file not shown.
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.3.ogg
Normal file
BIN
mods/ITEMS/mcl_fire/sounds/fire_fire.3.ogg
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Reference in a new issue