forked from minetest/minetest_game
8bc8dd64c5
Implemented nodes: - Steel Door: Ignores explosion - Locked Chest: Ignores explosion - Fire: Ignores explosion - TNT: Starts burning - Burning TNT: Explodes immediately - Gunpowder: Starts burning - Burning Gunpowder: Ignores explosion
190 lines
4.9 KiB
Lua
190 lines
4.9 KiB
Lua
-- minetest/fire/init.lua
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fire = {}
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minetest.register_node("fire:basic_flame", {
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description = "Fire",
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drawtype = "firelike",
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tiles = {{
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name="fire_basic_flame_animated.png",
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animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
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}},
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inventory_image = "fire_basic_flame.png",
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light_source = 14,
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groups = {igniter=2,dig_immediate=3},
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drop = '',
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walkable = false,
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buildable_to = true,
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damage_per_second = 4,
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on_construct = function(pos)
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minetest.after(0, fire.on_flame_add_at, pos)
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end,
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on_destruct = function(pos)
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minetest.after(0, fire.on_flame_remove_at, pos)
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end,
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-- unaffected by explosions
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on_blast = function() end,
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})
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fire.D = 6
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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function fire.get_area_p0p1(pos)
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local p0 = {
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x=math.floor(pos.x/fire.D)*fire.D,
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y=math.floor(pos.y/fire.D)*fire.D,
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z=math.floor(pos.z/fire.D)*fire.D,
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}
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local p1 = {
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x=p0.x+fire.D-1,
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y=p0.y+fire.D-1,
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z=p0.z+fire.D-1
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}
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return p0, p1
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end
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function fire.update_sounds_around(pos)
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local p0, p1 = fire.get_area_p0p1(pos)
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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"})
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--print("number of flames at "..minetest.pos_to_string(p0).."/"
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-- ..minetest.pos_to_string(p1)..": "..#flames_p)
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local should_have_sound = (#flames_p > 0)
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local wanted_sound = nil
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if #flames_p >= 9 then
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wanted_sound = {name="fire_large", gain=1.5}
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elseif #flames_p > 0 then
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wanted_sound = {name="fire_small", gain=1.5}
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end
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local p0_hash = minetest.hash_node_position(p0)
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local sound = fire.sounds[p0_hash]
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if not sound then
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if should_have_sound then
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fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
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name = wanted_sound.name,
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}
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end
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else
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if not wanted_sound then
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minetest.sound_stop(sound.handle)
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fire.sounds[p0_hash] = nil
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elseif sound.name ~= wanted_sound.name then
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minetest.sound_stop(sound.handle)
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fire.sounds[p0_hash] = {
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handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
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name = wanted_sound.name,
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}
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end
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end
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end
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function fire.on_flame_add_at(pos)
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fire.update_sounds_around(pos)
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end
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function fire.on_flame_remove_at(pos)
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fire.update_sounds_around(pos)
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end
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function fire.find_pos_for_flame_around(pos)
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return minetest.find_node_near(pos, 1, {"air"})
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end
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function fire.flame_should_extinguish(pos)
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if minetest.setting_getbool("disable_fire") then return true end
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--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
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local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
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local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
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return (#ps ~= 0)
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end
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-- Ignite neighboring nodes
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minetest.register_abm({
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 5,
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chance = 2,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, don't ignite
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if fire.flame_should_extinguish(p0) then
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return
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end
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local p = fire.find_pos_for_flame_around(p0)
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if p then
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minetest.set_node(p, {name="fire:basic_flame"})
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end
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end,
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})
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-- Rarely ignite things from far
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minetest.register_abm({
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nodenames = {"group:igniter"},
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neighbors = {"air"},
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interval = 5,
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chance = 10,
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action = function(p0, node, _, _)
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local reg = minetest.registered_nodes[node.name]
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if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
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return
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end
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local d = reg.groups.igniter
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local p = minetest.find_node_near(p0, d, {"group:flammable"})
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if p then
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-- If there is water or stuff like that around flame, don't ignite
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if fire.flame_should_extinguish(p) then
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return
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end
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local p2 = fire.find_pos_for_flame_around(p)
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if p2 then
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minetest.set_node(p2, {name="fire:basic_flame"})
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end
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end
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end,
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})
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-- Remove flammable nodes and flame
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 3,
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chance = 2,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, remove flame
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if fire.flame_should_extinguish(p0) then
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minetest.remove_node(p0)
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return
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end
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-- Make the following things rarer
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if math.random(1,3) == 1 then
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return
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end
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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return
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end
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if math.random(1,4) == 1 then
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-- remove a flammable node around flame
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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if p then
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-- If there is water or stuff like that around flame, don't remove
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if fire.flame_should_extinguish(p0) then
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return
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end
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minetest.remove_node(p)
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nodeupdate(p)
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end
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else
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-- remove flame
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minetest.remove_node(p0)
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end
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end,
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})
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