Fire: Slow down fire spread and reduce lua load

Increase chance value of ABMs
Disable ignition from a distance
Only detect neighbouring extinguishing nodes
Fix code style issues and add comments
This commit is contained in:
paramat 2015-08-18 01:33:43 +01:00
parent 3740efb393
commit 2392842948

View File

@ -1,17 +1,23 @@
-- minetest/fire/init.lua -- minetest/fire/init.lua
-- Global namespace for functions
fire = {} fire = {}
-- Register flame node
minetest.register_node("fire:basic_flame", { minetest.register_node("fire:basic_flame", {
description = "Fire", description = "Fire",
drawtype = "firelike", drawtype = "firelike",
tiles = {{ tiles = {{
name="fire_basic_flame_animated.png", name = "fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1}, animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 1},
}}, }},
inventory_image = "fire_basic_flame.png", inventory_image = "fire_basic_flame.png",
light_source = 14, light_source = 14,
groups = {igniter=2,dig_immediate=3}, groups = {igniter = 2, dig_immediate = 3},
drop = '', drop = '',
walkable = false, walkable = false,
buildable_to = true, buildable_to = true,
@ -29,44 +35,55 @@ minetest.register_node("fire:basic_flame", {
on_blast = function() end, on_blast = function() end,
}) })
fire.D = 6
-- Fire sounds table
-- key: position hash of low corner of area -- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name} -- value: {handle=sound handle, name=sound name}
fire.sounds = {} fire.sounds = {}
-- Get sound area of position
-- size of sound areas
fire.D = 6
function fire.get_area_p0p1(pos) function fire.get_area_p0p1(pos)
local p0 = { local p0 = {
x=math.floor(pos.x/fire.D)*fire.D, x = math.floor(pos.x / fire.D) * fire.D,
y=math.floor(pos.y/fire.D)*fire.D, y = math.floor(pos.y / fire.D) * fire.D,
z=math.floor(pos.z/fire.D)*fire.D, z = math.floor(pos.z / fire.D) * fire.D,
} }
local p1 = { local p1 = {
x=p0.x+fire.D-1, x = p0.x + fire.D - 1,
y=p0.y+fire.D-1, y = p0.y + fire.D - 1,
z=p0.z+fire.D-1 z = p0.z + fire.D - 1
} }
return p0, p1 return p0, p1
end end
-- Update fire sounds in sound area of position
function fire.update_sounds_around(pos) function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(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} local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"}) local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
--print("number of flames at "..minetest.pos_to_string(p0).."/" --print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p) -- ..minetest.pos_to_string(p1)..": "..#flames_p)
local should_have_sound = (#flames_p > 0) local should_have_sound = (#flames_p > 0)
local wanted_sound = nil local wanted_sound = nil
if #flames_p >= 9 then if #flames_p >= 9 then
wanted_sound = {name="fire_large", gain=1.5} wanted_sound = {name = "fire_large", gain = 1.5}
elseif #flames_p > 0 then elseif #flames_p > 0 then
wanted_sound = {name="fire_small", gain=1.5} wanted_sound = {name = "fire_small", gain = 1.5}
end end
local p0_hash = minetest.hash_node_position(p0) local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash] local sound = fire.sounds[p0_hash]
if not sound then if not sound then
if should_have_sound then if should_have_sound then
fire.sounds[p0_hash] = { fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}), handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name, name = wanted_sound.name,
} }
end end
@ -77,40 +94,53 @@ function fire.update_sounds_around(pos)
elseif sound.name ~= wanted_sound.name then elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle) minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = { fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}), handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name, name = wanted_sound.name,
} }
end end
end end
end end
-- Update fire sounds on flame node construct or destruct
function fire.on_flame_add_at(pos) function fire.on_flame_add_at(pos)
fire.update_sounds_around(pos) fire.update_sounds_around(pos)
end end
function fire.on_flame_remove_at(pos) function fire.on_flame_remove_at(pos)
fire.update_sounds_around(pos) fire.update_sounds_around(pos)
end end
-- Return positions for flames around a burning node
function fire.find_pos_for_flame_around(pos) function fire.find_pos_for_flame_around(pos)
return minetest.find_node_near(pos, 1, {"air"}) return minetest.find_node_near(pos, 1, {"air"})
end end
-- Detect nearby extinguishing nodes
function fire.flame_should_extinguish(pos) function fire.flame_should_extinguish(pos)
if minetest.setting_getbool("disable_fire") then return true end if minetest.setting_getbool("disable_fire") then return true end
--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) --return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2} local p0 = {x = pos.x - 1, y = pos.y, z = pos.z - 1}
local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2} local p1 = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"}) local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
return (#ps ~= 0) return (#ps ~= 0)
end end
-- Ignite neighboring nodes -- Ignite neighboring nodes
minetest.register_abm({ minetest.register_abm({
nodenames = {"group:flammable"}, nodenames = {"group:flammable"},
neighbors = {"group:igniter"}, neighbors = {"group:igniter"},
interval = 5, interval = 7,
chance = 2, chance = 32,
action = function(p0, node, _, _) action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, don't ignite -- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p0) then if fire.flame_should_extinguish(p0) then
@ -118,12 +148,17 @@ minetest.register_abm({
end end
local p = fire.find_pos_for_flame_around(p0) local p = fire.find_pos_for_flame_around(p0)
if p then if p then
minetest.set_node(p, {name="fire:basic_flame"}) minetest.set_node(p, {name = "fire:basic_flame"})
end end
end, end,
}) })
-- Rarely ignite things from far -- 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({ minetest.register_abm({
nodenames = {"group:igniter"}, nodenames = {"group:igniter"},
neighbors = {"air"}, neighbors = {"air"},
@ -143,17 +178,20 @@ minetest.register_abm({
end end
local p2 = fire.find_pos_for_flame_around(p) local p2 = fire.find_pos_for_flame_around(p)
if p2 then if p2 then
minetest.set_node(p2, {name="fire:basic_flame"}) minetest.set_node(p2, {name = "fire:basic_flame"})
end end
end end
end, end,
}) })
--]]
-- Remove flammable nodes and flame -- Remove flammable nodes and flame
minetest.register_abm({ minetest.register_abm({
nodenames = {"fire:basic_flame"}, nodenames = {"fire:basic_flame"},
interval = 3, interval = 5,
chance = 2, chance = 16,
action = function(p0, node, _, _) action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, remove flame -- If there is water or stuff like that around flame, remove flame
if fire.flame_should_extinguish(p0) then if fire.flame_should_extinguish(p0) then
@ -161,7 +199,7 @@ minetest.register_abm({
return return
end end
-- Make the following things rarer -- Make the following things rarer
if math.random(1,3) == 1 then if math.random(1, 3) == 1 then
return return
end end
-- If there are no flammable nodes around flame, remove flame -- If there are no flammable nodes around flame, remove flame
@ -169,7 +207,7 @@ minetest.register_abm({
minetest.remove_node(p0) minetest.remove_node(p0)
return return
end end
if math.random(1,4) == 1 then if math.random(1, 4) == 1 then
-- remove a flammable node around flame -- remove a flammable node around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"}) local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then if p then