Merge pull request #259 from LeMagnesium/mffgame-merge
Update MinetestForFunGame
4
minetestforfun_game/.gitignore
vendored
@ -1,7 +1,9 @@
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## Generic ignorable patterns and files
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*~
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.*.swp
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*.bak*
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*bak*
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tags
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*.vim
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## Files related to minetest development cycle
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*.patch
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@ -1 +1 @@
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name = MinetestForFun Game
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name = MinetestForFun Game
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@ -23,15 +23,57 @@ The bucket API allows registering new types of buckets for non-default liquids.
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"bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
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"Lava Bucket" -- Bucket description
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)
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Beds API
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--------
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beds.register_bed(
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"beds:bed", -- Bed name
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def: See [#Bed definition] -- Bed definition
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)
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beds.read_spawns() -- returns a table containing players respawn positions
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beds.kick_players() -- forces all players to leave bed
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beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
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#Bed definition
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---------------
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {[Tile definition],
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^ the tiles of the bottom part of the bed
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},
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top = {[Tile definition],
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^ the tiles of the bottom part of the bed
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}
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},
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nodebox = {
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bottom = regular nodebox, see [Node boxes], -- bottm part of bed
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top = regular nodebox, see [Node boxes], -- top part of bed
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},
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selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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}
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Doors API
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---------
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The doors mod allows modders to register custom doors.
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The doors mod allows modders to register custom doors and trapdoors.
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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-> Registers new door
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doors.register_trapdoor(name, def)
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^ name: "Trapdoor name"
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^ def: See [#Trapdoor definition]
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-> Registers new trapdoor
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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#Door definition
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----------------
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{
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@ -46,17 +88,34 @@ The doors mod allows modders to register custom doors.
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node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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sound_open_door = sound play for open door, OPTIONAL,
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sound_close_door = sound play for close door, OPTIONAL,
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only_placer_can_open = true/false,
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^ If true, only placer can open the door (locked for others)
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}
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#Trapdoor definition
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----------------
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{
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tile_front = "doors_trapdoor.png",
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^ the texture for the front and back of the trapdoor
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tile_side: "doors_trapdoor_side.png",
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^ the tiles of the four side parts of the trapdoor
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sound_open = sound to play when opening the trapdoor, OPTIONAL,
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sound_close = sound to play when closing the trapdoor, OPTIONAL,
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-> You can add any other node definition properties for minetest.register_node,
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such as wield_image, inventory_image, sounds, groups, description, ...
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Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
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will be overwritten by the trapdoor registration function
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}
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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farming.register_hoe(name, hoe definition)
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-> Register a new hoe, see [#hoe definition]
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farming.register_plant(name, Plant definition)
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-> Register a new growing plant, see [#Plant definition]
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@ -66,7 +125,8 @@ farming.register_plant(name, Plant definition)
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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recipe = { -- Craft recipe
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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@ -79,11 +139,26 @@ farming.register_plant(name, Plant definition)
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber)
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^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the on_screwdriver function to the node definition.
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on_rotate(pos, node, user, mode, new_param2)
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^ pos: position of the node that the screwdriver is being used on
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^ node: that node
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^ user: the player who used the screwdriver
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^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
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^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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^ use on_rotate = screwdriver.disallow to always disallow rotation
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^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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@ -97,7 +172,7 @@ stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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-> Registers a slabs
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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@ -106,19 +181,19 @@ stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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-> A wrapper for stairs.register_stair and stairs.register_slab
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-> Uses almost the same arguments as stairs.register_stair
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-> desc_stair: Description for stair node
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-> desc_slab: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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-> subname: used for nodename. Result: "xpanes:subname_{1..16}"
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-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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-> def: See [#Pane definition]
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#Pane definition
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@ -132,12 +207,26 @@ xpanes.register_pane(subname, def)
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^ See [#Default sounds]
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recipe = {{"","","","","","","","",""}},
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^ Recipe field only
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on_construct = function(pos)
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update_pane(pos, "pane")
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end,
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^ Required to handle rotation correctly
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}
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Raillike definitions
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--------------------
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The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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| Node type | Raillike group name
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+-----------------------+----------------------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
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| tnt:gunpowder_burning | "gunpowder"
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Example:
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If you want to add a new rail type and want it to connect with default:rail,
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add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
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of your node.
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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@ -206,6 +295,7 @@ Model Definition
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the "leafdecay" group.
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The rating of the group determines how far from a node in the group "tree"
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the node can be without decaying.
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@ -278,6 +368,7 @@ minetest.register_craft({
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------------
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dye.basecolors
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^ Array containing the names of available base colors
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dye.excolors
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^ Array containing the names of the available extended colors
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@ -21,4 +21,8 @@
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#enable_tnt = <true in singleplayer, false in multiplayer>
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# The radius of a TNT explosion
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#tnt_radius = 3
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#tnt_radius = 3
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# Enable the stairs mod ABM that replaces the old 'upside down'
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# stair and slab nodes in old maps with the new param2 versions.
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#enable_stairs_replace_abm = false
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@ -1,4 +1,3 @@
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--
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-- Helper functions
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--
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@ -290,6 +289,7 @@ minetest.register_craft({
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},
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})
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minetest.register_craft({
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output = "boats:boat",
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recipe = {
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@ -297,4 +297,3 @@ minetest.register_craft({
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{"group:wood", "group:wood", "group:wood"},
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},
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})
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@ -58,7 +58,6 @@ VanessaE (WTFPL):
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default_nc_side.png
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default_desert_sand.png
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default_desert_stone.png
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default_desert_stone_brick.png
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default_sand.png
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default_jungletree_top.png
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@ -121,12 +120,13 @@ paramat (CC BY-SA 3.0):
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default_junglewood.png, derived from a texture by BlockMen (CC BY-SA 3.0)
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default_grass.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
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default_grass_side.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
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default_stone_brick.png, derived from a texture by Cisoun (WTFPL)
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default_desert_stone_brick.png, derived from a texture by VanessaE (WTFPL)
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brunob.santos (CC BY-SA 4.0):
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default_desert_cobble.png
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BlockMen (CC BY-SA 3.0):
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default_stone_brick.png
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default_wood.png
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default_clay_brick.png
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default_iron_ingot.png
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@ -905,7 +905,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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y_min = 1,
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y_min = 5,
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y_max = 31000,
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heat_point = 95,
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humidity_point = 10,
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@ -923,7 +923,7 @@ function default.register_biomes()
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--depth_water_top = ,
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--node_water = "",
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y_min = -112,
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y_max = 0,
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y_max = 4,
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heat_point = 95,
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humidity_point = 10,
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})
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@ -1292,7 +1292,7 @@ function default.register_decorations()
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persist = 0.6
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},
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biomes = {"desert"},
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y_min = 2,
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y_min = 5,
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y_max = 31000,
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schematic = minetest.get_modpath("default").."/schematics/large_cactus.mts",
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flags = "place_center_x",
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@ -1314,11 +1314,11 @@ function default.register_decorations()
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persist = 0.6
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},
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biomes = {"desert"},
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y_min = 2,
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y_min = 5,
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y_max = 31000,
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decoration = "default:cactus",
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height = 2,
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height_max = 5,
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height_max = 5,
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})
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-- Papyrus
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|
BIN
minetestforfun_game/mods/default/schematics/papyrus.mts
Executable file → Normal file
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 8.9 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 8.9 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 8.5 KiB |
After Width: | Height: | Size: 5.8 KiB |
After Width: | Height: | Size: 9.2 KiB |
After Width: | Height: | Size: 8.5 KiB |
After Width: | Height: | Size: 5.8 KiB |
@ -36,27 +36,27 @@ minetest.register_abm({
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if node.name == "default:sapling" then
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minetest.log("action", "A sapling grows into a tree at "..
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minetest.pos_to_string(pos))
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-- if mapgen == "v6" then
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if mapgen == "v6" then
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default.grow_tree(pos, random(1, 4) == 1)
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-- else
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-- default.grow_new_apple_tree(pos)
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-- end
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else
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default.grow_new_apple_tree(pos)
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end
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elseif node.name == "default:junglesapling" then
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minetest.log("action", "A jungle sapling grows into a tree at "..
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minetest.pos_to_string(pos))
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-- if mapgen == "v6" then
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if mapgen == "v6" then
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default.grow_jungle_tree(pos)
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-- else
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-- default.grow_new_jungle_tree(pos)
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-- end
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else
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default.grow_new_jungle_tree(pos)
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end
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elseif node.name == "default:pine_sapling" then
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minetest.log("action", "A pine sapling grows into a tree at "..
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minetest.pos_to_string(pos))
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-- if mapgen == "v6" then
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if mapgen == "v6" then
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default.grow_pine_tree(pos)
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-- else
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-- default.grow_new_pine_tree(pos)
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-- end
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else
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default.grow_new_pine_tree(pos)
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end
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elseif node.name == "default:acacia_sapling" then
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minetest.log("action", "An acacia sapling grows into a tree at "..
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minetest.pos_to_string(pos))
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@ -359,7 +359,7 @@ end
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-- New apple tree
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function default.grow_new_apple_tree(pos)
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local path = minetest.get_modpath("default") .. "/schematics/apple_tree.mts"
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local path = minetest.get_modpath("default") .. "/schematics/apple_tree_from_sapling.mts"
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minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
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path, 0, nil, false)
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end
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@ -368,8 +368,8 @@ end
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-- New jungle tree
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function default.grow_new_jungle_tree(pos)
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local path = minetest.get_modpath("default") .. "/schematics/jungle_tree.mts"
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minetest.place_schematic({x = pos.x - 2, y = pos.y, z = pos.z - 2},
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local path = minetest.get_modpath("default") .. "/schematics/jungle_tree_from_sapling.mts"
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minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
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path, 0, nil, false)
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end
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@ -377,7 +377,7 @@ end
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-- New pine tree
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function default.grow_new_pine_tree(pos)
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local path = minetest.get_modpath("default") .. "/schematics/pine_tree.mts"
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local path = minetest.get_modpath("default") .. "/schematics/pine_tree_from_sapling.mts"
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minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
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path, 0, nil, false)
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end
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@ -386,7 +386,7 @@ end
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-- New acacia tree
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function default.grow_new_acacia_tree(pos)
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local path = minetest.get_modpath("default") .. "/schematics/acacia_tree.mts"
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local path = minetest.get_modpath("default") .. "/schematics/acacia_tree_from_sapling.mts"
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minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4},
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path, random, nil, false)
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end
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|
@ -172,4 +172,4 @@ minetest.register_node("farming:carrot_8", {
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not_in_creative_inventory = 1
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},
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sounds = default.node_sound_leaves_defaults(),
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})
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||||
})
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|
@ -25,4 +25,4 @@ minetest.override_item("default:junglegrass", {
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{items = {'default:junglegrass'}},
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}
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},
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})
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})
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|
@ -1,17 +1,23 @@
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-- minetest/fire/init.lua
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-- Global namespace for functions
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fire = {}
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-- Register flame node
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||||
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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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name = "fire_basic_flame_animated.png",
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animation = {type = "vertical_frames",
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aspect_w = 16, aspect_h = 16, length = 1},
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}},
|
||||
inventory_image = "fire_basic_flame.png",
|
||||
light_source = 14,
|
||||
groups = {igniter=2,dig_immediate=3,hot=3},
|
||||
groups = {igniter = 2, dig_immediate = 3, hot = 3},
|
||||
drop = '',
|
||||
walkable = false,
|
||||
buildable_to = true,
|
||||
@ -29,44 +35,55 @@ minetest.register_node("fire:basic_flame", {
|
||||
on_blast = function() end,
|
||||
})
|
||||
|
||||
fire.D = 6
|
||||
|
||||
-- Fire sounds table
|
||||
-- key: position hash of low corner of area
|
||||
-- value: {handle=sound handle, name=sound name}
|
||||
fire.sounds = {}
|
||||
|
||||
|
||||
-- Get sound area of position
|
||||
|
||||
-- size of sound areas
|
||||
fire.D = 6
|
||||
|
||||
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,
|
||||
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
|
||||
x = p0.x + fire.D - 1,
|
||||
y = p0.y + fire.D - 1,
|
||||
z = p0.z + fire.D - 1
|
||||
}
|
||||
return p0, p1
|
||||
end
|
||||
|
||||
|
||||
-- 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}
|
||||
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"})
|
||||
--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=1.5}
|
||||
wanted_sound = {name = "fire_large", gain = 1.5}
|
||||
elseif #flames_p > 0 then
|
||||
wanted_sound = {name="fire_small", gain=1.5}
|
||||
wanted_sound = {name = "fire_small", gain = 1.5}
|
||||
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}),
|
||||
handle = minetest.sound_play(wanted_sound,
|
||||
{pos = cp, max_hear_distance = 16, loop = true}),
|
||||
name = wanted_sound.name,
|
||||
}
|
||||
end
|
||||
@ -77,40 +94,53 @@ function fire.update_sounds_around(pos)
|
||||
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}),
|
||||
handle = minetest.sound_play(wanted_sound,
|
||||
{pos = cp, max_hear_distance = 16, loop = true}),
|
||||
name = wanted_sound.name,
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Update fire sounds on flame node construct or destruct
|
||||
|
||||
function fire.on_flame_add_at(pos)
|
||||
fire.update_sounds_around(pos)
|
||||
end
|
||||
|
||||
|
||||
function fire.on_flame_remove_at(pos)
|
||||
fire.update_sounds_around(pos)
|
||||
end
|
||||
|
||||
|
||||
-- Return positions for flames around a burning node
|
||||
|
||||
function fire.find_pos_for_flame_around(pos)
|
||||
return minetest.find_node_near(pos, 1, {"air"})
|
||||
end
|
||||
|
||||
|
||||
-- Detect nearby extinguishing nodes
|
||||
|
||||
function fire.flame_should_extinguish(pos)
|
||||
if minetest.setting_getbool("disable_fire") then return true end
|
||||
--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 p1 = {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 + 1, y = pos.y + 1, z = pos.z + 1}
|
||||
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
|
||||
return (#ps ~= 0)
|
||||
end
|
||||
|
||||
--[[-- Ignite neighboring nodes
|
||||
minetest.register_abm({
|
||||
|
||||
-- Ignite neighboring nodes
|
||||
|
||||
--[[minetest.register_abm({
|
||||
nodenames = {"group:flammable"},
|
||||
neighbors = {"group:igniter"},
|
||||
interval = 5,
|
||||
chance = 2,
|
||||
interval = 7,
|
||||
chance = 32,
|
||||
action = function(p0, node, _, _)
|
||||
-- If there is water or stuff like that around flame, don't ignite
|
||||
if fire.flame_should_extinguish(p0) then
|
||||
@ -118,12 +148,17 @@ minetest.register_abm({
|
||||
end
|
||||
local p = fire.find_pos_for_flame_around(p0)
|
||||
if p then
|
||||
minetest.set_node(p, {name="fire:basic_flame"})
|
||||
minetest.set_node(p, {name = "fire:basic_flame"})
|
||||
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"},
|
||||
@ -143,17 +178,18 @@ minetest.register_abm({
|
||||
end
|
||||
local p2 = fire.find_pos_for_flame_around(p)
|
||||
if p2 then
|
||||
minetest.set_node(p2, {name="fire:basic_flame"})
|
||||
minetest.set_node(p2, {name = "fire:basic_flame"})
|
||||
end
|
||||
end
|
||||
end,
|
||||
})]]
|
||||
|
||||
-- Remove flammable nodes and flame
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"fire:basic_flame"},
|
||||
interval = 3,
|
||||
chance = 2,
|
||||
interval = 5,
|
||||
chance = 16,
|
||||
action = function(p0, node, _, _)
|
||||
-- If there is water or stuff like that around flame, remove flame
|
||||
if fire.flame_should_extinguish(p0) then
|
||||
@ -161,7 +197,7 @@ minetest.register_abm({
|
||||
return
|
||||
end
|
||||
-- Make the following things rarer
|
||||
if math.random(1,3) == 1 then
|
||||
if math.random(1, 3) == 1 then
|
||||
return
|
||||
end
|
||||
-- If there are no flammable nodes around flame, remove flame
|
||||
@ -169,7 +205,7 @@ minetest.register_abm({
|
||||
minetest.remove_node(p0)
|
||||
return
|
||||
end
|
||||
if math.random(1,4) == 1 then
|
||||
if math.random(1, 4) == 1 then
|
||||
-- remove a flammable node around flame
|
||||
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
|
||||
if p then
|
||||
|