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Fire: Make flames floodable, remove extinguish ABM
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5673a71752
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@ -7,6 +7,20 @@ fire = {}
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-- Items
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--
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-- Flood flame function
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local function flood_flame(pos, oldnode, newnode)
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-- Play flame extinguish sound if liquid is not an 'igniter'
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local nodedef = minetest.registered_items[newnode.name]
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if not (nodedef and nodedef.groups and
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nodedef.groups.igniter and nodedef.groups.igniter > 0) then
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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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-- Remove the flame
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return false
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end
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-- Flame nodes
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minetest.register_node("fire:basic_flame", {
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@ -28,8 +42,11 @@ minetest.register_node("fire:basic_flame", {
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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floodable = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
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drop = "",
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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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@ -39,11 +56,12 @@ minetest.register_node("fire:basic_flame", {
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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_flood = flood_flame,
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})
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minetest.register_node("fire:permanent_flame", {
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@ -66,9 +84,12 @@ minetest.register_node("fire:permanent_flame", {
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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floodable = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3},
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drop = "",
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on_flood = flood_flame,
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})
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@ -271,23 +292,6 @@ end
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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 = {"fire:basic_flame", "fire:permanent_flame"},
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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.settings:get_bool("enable_fire")
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@ -327,10 +331,6 @@ else -- Fire enabled
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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 p = minetest.find_node_near(pos, 1, {"air"})
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if p then
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minetest.set_node(p, {name = "fire:basic_flame"})
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