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minetest_game/mods/fire/init.lua

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-- minetest/fire/init.lua
-- Global namespace for functions
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fire = {}
-- Register flame nodes
minetest.register_node("fire:basic_flame", {
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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,
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groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
on_timer = function(pos)
local f = minetest.find_node_near(pos, 1, {"group:flammable"})
if not f then
minetest.remove_node(pos)
return
end
-- restart timer
return true
end,
drop = "",
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on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(30, 60))
minetest.after(0, fire.update_sounds_around, pos)
end,
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on_destruct = function(pos)
minetest.after(0, fire.update_sounds_around, pos)
end,
on_blast = function()
end, -- unaffected by explosions
})
minetest.register_node("fire:permanent_flame", {
description = "Permanent 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 = {igniter = 2, dig_immediate = 3},
drop = "",
on_blast = function()
end,
})
-- Flint and steel
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minetest.register_tool("fire:flint_and_steel", {
description = "Flint and Steel",
inventory_image = "fire_flint_steel.png",
on_use = function(itemstack, user, pointed_thing)
itemstack:add_wear(1000)
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local pt = pointed_thing
if pt.type == "node" then
local node_under = minetest.get_node(pt.under).name
local is_coalblock = node_under == "default:coalblock"
local is_tnt = node_under == "tnt:tnt"
local is_gunpowder = node_under == "tnt:gunpowder"
if minetest.get_item_group(node_under, "flammable") >= 1 or
is_coalblock or is_tnt or is_gunpowder then
local flame_pos = pt.above
if is_coalblock then
flame_pos = {x = pt.under.x, y = pt.under.y + 1, z = pt.under.z}
elseif is_tnt or is_gunpowder then
flame_pos = pt.under
end
if minetest.get_node(flame_pos).name == "air" or
is_tnt or is_gunpowder then
local player_name = user:get_player_name()
if not minetest.is_protected(flame_pos, player_name) then
if is_coalblock then
minetest.set_node(flame_pos,
{name = "fire:permanent_flame"})
elseif is_tnt then
minetest.set_node(flame_pos,
{name = "tnt:tnt_burning"})
elseif is_gunpowder then
minetest.set_node(flame_pos,
{name = "tnt:gunpowder_burning"})
else
minetest.set_node(flame_pos,
{name = "fire:basic_flame"})
end
else
minetest.chat_send_player(player_name, "This area is protected")
end
end
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end
end
if not minetest.setting_getbool("creative_mode") then
return itemstack
end
end
})
minetest.register_craft({
output = "fire:flint_and_steel",
recipe = {
{"default:flint", "default:steel_ingot"}
}
})
-- Override coalblock to enable permanent flame above
-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
minetest.override_item("default:coalblock", {
after_destruct = function(pos, oldnode)
pos.y = pos.y + 1
if minetest.get_node(pos).name == "fire:permanent_flame" then
minetest.remove_node(pos)
end
end,
})
-- Get sound area of position
fire.D = 6 -- size of sound areas
function fire.get_area_p0p1(pos)
local p0 = {
x = math.floor(pos.x / fire.D) * fire.D,
y = math.floor(pos.y / fire.D) * fire.D,
z = math.floor(pos.z / fire.D) * fire.D,
}
local p1 = {
x = p0.x + fire.D - 1,
y = p0.y + fire.D - 1,
z = p0.z + fire.D - 1
}
return p0, p1
end
-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}
-- Update fire sounds in sound area of position
function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(pos)
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"})
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p)
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil
if #flames_p >= 9 then
wanted_sound = {name = "fire_large", gain = 0.7}
elseif #flames_p > 0 then
wanted_sound = {name = "fire_small", gain = 0.9}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
if not sound then
if should_have_sound then
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
else
if not wanted_sound then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = nil
elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
end
end
-- Extinguish all flames quickly with water, snow, ice
minetest.register_abm({
nodenames = {"fire:basic_flame", "fire:permanent_flame"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
minetest.sound_play("fire_extinguish_flame",
{pos = p0, max_hear_distance = 16, gain = 0.25})
end,
})
-- Enable the following ABMs according to 'disable fire' setting
if minetest.setting_getbool("disable_fire") then
-- Remove basic flames only
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 7,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
end,
})
else
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 12,
catch_up = false,
action = function(p0, node, _, _)
-- If there is water or stuff like that around node, don't ignite
if minetest.find_node_near(p0, 1, {"group:puts_out_fire"}) then
return
end
local p = minetest.find_node_near(p0, 1, {"air"})
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Remove flammable nodes
minetest.register_abm({
nodenames = {"fire:basic_flame"},
neighbors = "group:flammable",
interval = 5,
chance = 18,
catch_up = false,
action = function(p0, node, _, _)
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
-- remove flammable nodes around flame
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]
if def.on_burn then
def.on_burn(p)
else
minetest.remove_node(p)
nodeupdate(p)
end
end
end,
})
end
-- Rarely ignite things from far
--[[ Currently disabled to reduce the chance of uncontrollable spreading
fires that disrupt servers. Also for less lua processing load.
minetest.register_abm({
nodenames = {"group:igniter"},
neighbors = {"air"},
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interval = 5,
chance = 10,
action = function(p0, node, _, _)
local reg = minetest.registered_nodes[node.name]
if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
return
end
local d = reg.groups.igniter
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local p = minetest.find_node_near(p0, d, {"group:flammable"})
if p then
-- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p) then
return
end
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name = "fire:basic_flame"})
end
end
end,
})
--]]