technic/technic/tools/flashlight.lua
Zefram db79675570 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.
2014-04-27 14:43:31 -04:00

144 lines
4.1 KiB
Lua

-- Original code comes from walkin_light mod by Echo
-- http://minetest.net/forum/viewtopic.php?id=2621
local flashlight_max_charge = 30000
local S = technic.getter
technic.register_power_tool("technic:flashlight", flashlight_max_charge)
minetest.register_alias("technic:light_off", "air")
minetest.register_tool("technic:flashlight", {
description = S("Flashlight"),
inventory_image = "technic_flashlight.png",
stack_max = 1,
})
minetest.register_craft({
output = "technic:flashlight",
recipe = {
{"technic:rubber", "default:glass", "technic:rubber"},
{"technic:stainless_steel_ingot", "technic:battery", "technic:stainless_steel_ingot"},
{"", "technic:battery", ""}
}
})
local player_positions = {}
local was_wielding = {}
local function check_for_flashlight(player)
if player == nil then
return false
end
local inv = player:get_inventory()
local hotbar = inv:get_list("main")
for i = 1, 8 do
if hotbar[i]:get_name() == "technic:flashlight" then
local meta = minetest.deserialize(hotbar[i]:get_metadata())
if not meta or not meta.charge then
return false
end
if meta.charge - 2 > 0 then
meta.charge = meta.charge - 2;
technic.set_RE_wear(hotbar[i], meta.charge, flashlight_max_charge)
hotbar[i]:set_metadata(minetest.serialize(meta))
inv:set_stack("main", i, hotbar[i])
return true
end
end
end
return false
end
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.y = rounded_pos.y + 1
player_positions[player_name] = rounded_pos
was_wielding[player_name] = true
end)
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" then
minetest.remove_node(pos)
end
player_positions[player_name] = nil
end)
local function check_for_flashlight(player)
if player == nil then
return false
end
local inv = player:get_inventory()
local hotbar = inv:get_list("main")
for i = 1, 8 do
if hotbar[i]:get_name() == "technic:flashlight" then
local meta = minetest.deserialize(hotbar[i]:get_metadata())
if not meta or not meta.charge then
return false
end
if meta.charge - 2 > 0 then
meta.charge = meta.charge - 2;
technic.set_RE_wear(hotbar[i], meta.charge, flashlight_max_charge)
hotbar[i]:set_metadata(minetest.serialize(meta))
inv:set_stack("main", i, hotbar[i])
return true
end
end
end
return false
end
minetest.register_globalstep(function(dtime)
for i, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local flashlight_weared = check_for_flashlight(player)
local pos = player:getpos()
local rounded_pos = vector.round(pos)
rounded_pos.y = rounded_pos.y + 1
local old_pos = player_positions[player_name]
local player_moved = not vector.equals(old_pos, rounded_pos)
-- Remove light, flashlight weared out or was removed from hotbar
if was_wielding[player_name] and not flashlight_weared then
was_wielding[player_name] = false
local node = minetest.get_node_or_nil(old_pos)
if node and node.name == "technic:light" then
minetest.remove_node(old_pos)
end
elseif (player_moved or not was_wielding[player_name]) and flashlight_weared then
local node = minetest.get_node_or_nil(rounded_pos)
if node and node.name == "air" then
minetest.set_node(rounded_pos, {name="technic:light"})
end
local node = minetest.get_node_or_nil(old_pos)
if node and node.name == "technic:light" then
minetest.remove_node(old_pos)
end
player_positions[player_name] = rounded_pos
was_wielding[player_name] = true
end
end
end)
minetest.register_node("technic:light", {
drawtype = "glasslike",
tile_images = {"technic_light.png"},
paramtype = "light",
groups = {not_in_creative_inventory=1},
drop = "",
walkable = false,
buildable_to = true,
sunlight_propagates = true,
light_source = LIGHT_MAX,
pointable = false,
})