-- Global namespace for functions fire = {} -- 'Enable fire' setting local fire_enabled = minetest.settings:get_bool("enable_fire") if fire_enabled == nil then -- enable_fire setting not specified, check for disable_fire local fire_disabled = minetest.settings:get_bool("disable_fire") if fire_disabled == nil then -- Neither setting specified, check whether singleplayer fire_enabled = minetest.is_singleplayer() else fire_enabled = not fire_disabled end end -- -- Items -- -- Flood flame function local function flood_flame(pos, oldnode, newnode) -- Play flame extinguish sound if liquid is not an 'igniter' local nodedef = minetest.registered_items[newnode.name] if not (nodedef and nodedef.groups and nodedef.groups.igniter and nodedef.groups.igniter > 0) then minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 16, gain = 0.15}) end -- Remove the flame return false end -- Flame nodes minetest.register_node("lib_materials:fire_flame_basic", { drawtype = "firelike", tiles = { { name = "lib_materials_flame_basic_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "lib_materials_flame_basic.png", paramtype = "light", light_source = 13, walkable = false, buildable_to = true, sunlight_propagates = true, floodable = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1}, drop = "", on_timer = function(pos) local f = minetest.find_node_near(pos, 1, {"group:flammable"}) if not fire_enabled or not f then minetest.remove_node(pos) return end -- Restart timer return true end, on_construct = function(pos) if not fire_enabled then minetest.remove_node(pos) else minetest.get_node_timer(pos):start(math.random(30, 60)) end end, on_flood = flood_flame, }) minetest.register_node("lib_materials:fire_flame_large_basic", { drawtype = "firelike", tiles = { { name = "lib_materials_flame_large_basic_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, visual_scale = 4.0, inventory_image = "lib_materials_flame_large_basic.png", paramtype = "light", light_source = 13, walkable = false, buildable_to = true, sunlight_propagates = true, floodable = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1}, drop = "", on_timer = function(pos) local f = minetest.find_node_near(pos, 1, {"group:flammable"}) if not fire_enabled or not f then minetest.remove_node(pos) return end -- Restart timer return true end, on_construct = function(pos) if not fire_enabled then minetest.remove_node(pos) else minetest.get_node_timer(pos):start(math.random(30, 60)) end end, on_flood = flood_flame, }) minetest.register_node("lib_materials:fire_flame_permanent", { description = "Permanent Flame", drawtype = "firelike", tiles = { { name = "lib_materials_flame_basic_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "lib_materials_flame_basic.png", paramtype = "light", light_source = 13, walkable = false, buildable_to = true, sunlight_propagates = true, floodable = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3}, drop = "", on_flood = flood_flame, }) -- Flint and steel minetest.register_tool("lib_materials:tool_flint_and_steel", { description = "Flint and Steel", inventory_image = "lib_materials_tool_flint_steel.png", sound = {breaks = "default_tool_breaks"}, on_use = function(itemstack, user, pointed_thing) local sound_pos = pointed_thing.above or user:get_pos() minetest.sound_play( "fire_flint_and_steel", {pos = sound_pos, gain = 0.5, max_hear_distance = 8} ) local player_name = user:get_player_name() if pointed_thing.type == "node" then local node_under = minetest.get_node(pointed_thing.under).name local nodedef = minetest.registered_nodes[node_under] if not nodedef then return end if minetest.is_protected(pointed_thing.under, player_name) then minetest.chat_send_player(player_name, "This area is protected") return end if nodedef.on_ignite then nodedef.on_ignite(pointed_thing.under, user) elseif minetest.get_item_group(node_under, "flammable") >= 1 and minetest.get_node(pointed_thing.above).name == "air" then minetest.set_node(pointed_thing.above, {name = "lib_materials:fire_flame_basic"}) end end if not (creative and creative.is_enabled_for and creative.is_enabled_for(player_name)) then -- Wear tool local wdef = itemstack:get_definition() itemstack:add_wear(1000) -- Tool break sound if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then minetest.sound_play(wdef.sound.breaks, {pos = sound_pos, gain = 0.5}) end return itemstack end end }) minetest.register_craft({ output = "lib_materials:tool_flint_and_steel", recipe = { {"default:flint", "default:steel_ingot"} } }) minetest.register_alias("fire:basic_flame", "lib_materials:fire_flame_basic") minetest.register_alias("fire:permanent_flame", "lib_materials:fire_flame_permanent") minetest.register_alias("fire:flint_and_steel", "lib_materials:tool_flint_and_steel") -- Override coalblock to enable permanent flame above -- Coalblock is non-flammable to avoid unwanted flame_basic nodes minetest.override_item("lib_materials:mineral_coal_block", { after_destruct = function(pos, oldnode) pos.y = pos.y + 1 if minetest.get_node(pos).name == "lib_materials:fire_flame_permanent" then minetest.remove_node(pos) end end, on_ignite = function(pos, igniter) local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z} if minetest.get_node(flame_pos).name == "air" then minetest.set_node(flame_pos, {name = "lib_materials:fire_flame_permanent"}) end end, }) -- -- Sound -- local flame_sound = minetest.settings:get_bool("flame_sound") if flame_sound == nil then -- Enable if no setting present flame_sound = true end if flame_sound then local handles = {} local timer = 0 -- Parameters local radius = 8 -- Flame node search radius around player local cycle = 3 -- Cycle time for sound updates -- Update sound for player function fire.update_player_sound(player) local player_name = player:get_player_name() -- Search for flame nodes in radius around player local ppos = player:get_pos() local areamin = vector.subtract(ppos, radius) local areamax = vector.add(ppos, radius) local fpos, num = minetest.find_nodes_in_area( areamin, areamax, {"lib_materials:fire_flame_basic", "lib_materials:fire_flame_permanent"} ) -- Total number of flames in radius local flames = (num["lib_materials:fire_flame_basic"] or 0) + (num["lib_materials:fire_flame_permanent"] or 0) -- Stop previous sound if handles[player_name] then minetest.sound_stop(handles[player_name]) handles[player_name] = nil end -- If flames if flames > 0 then -- Find centre of flame positions local fposmid = fpos[1] -- If more than 1 flame if #fpos > 1 then local fposmin = areamax local fposmax = areamin for i = 1, #fpos do local fposi = fpos[i] if fposi.x > fposmax.x then fposmax.x = fposi.x end if fposi.y > fposmax.y then fposmax.y = fposi.y end if fposi.z > fposmax.z then fposmax.z = fposi.z end if fposi.x < fposmin.x then fposmin.x = fposi.x end if fposi.y < fposmin.y then fposmin.y = fposi.y end if fposi.z < fposmin.z then fposmin.z = fposi.z end end fposmid = vector.divide(vector.add(fposmin, fposmax), 2) end -- Play sound local handle = minetest.sound_play( "fire_fire", { pos = fposmid, to_player = player_name, gain = math.min(0.06 * (1 + flames * 0.125), 0.18), max_hear_distance = 32, loop = true, -- In case of lag } ) -- Store sound handle for this player if handle then handles[player_name] = handle end end end -- Cycle for updating players sounds minetest.register_globalstep(function(dtime) timer = timer + dtime if timer < cycle then return end timer = 0 local players = minetest.get_connected_players() for n = 1, #players do fire.update_player_sound(players[n]) end end) -- Stop sound and clear handle on player leave minetest.register_on_leaveplayer(function(player) local player_name = player:get_player_name() if handles[player_name] then minetest.sound_stop(handles[player_name]) handles[player_name] = nil end end) end -- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it function fire.update_sounds_around(pos) end -- -- ABMs -- if fire_enabled then -- Ignite neighboring nodes, add basic flames minetest.register_abm({ label = "Ignite flame", nodenames = {"group:flammable"}, neighbors = {"group:igniter"}, interval = 7, chance = 12, catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) local p = minetest.find_node_near(pos, 1, {"air"}) if p then minetest.set_node(p, {name = "lib_materials:fire_flame_basic"}) end end, }) -- Remove flammable nodes around basic flame minetest.register_abm({ label = "Remove flammable nodes", nodenames = {"lib_materials:fire_flame_basic"}, 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