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[solarmana] Switch to minetest.after
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@ -44,84 +44,81 @@ local mana_from_node = {
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local time_total_mana_reset = 10.0
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local time_next_mana_reset = time_total_mana_reset
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minetest.register_globalstep(function(dtime)
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local function tick()
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-- We do not care if this does not run as often as possible,
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-- as all it does is change the regeneration to a fixed number
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minetest.after(time_next_regen_check, tick)
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for _,player in ipairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local pos = player:getpos()
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local pos_y = pos.y
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-- the middle of the block with the player's head
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pos.y = math.floor(pos_y) + 1.5
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local node = minetest.get_node(pos)
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-- We do not care if this does not run as often as possible,
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-- as all it does is change the regeneration to a fixed number
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time_next_regen_check = time_next_regen_check - dtime
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if time_next_regen_check < 0.0 then
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time_next_regen_check = time_total_regen_check
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for _,player in ipairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local pos = player:getpos()
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local pos_y = pos.y
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-- the middle of the block with the player's head
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pos.y = math.floor(pos_y) + 1.5
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local node = minetest.get_node(pos)
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-- Currently uses 'get_node_light' to determine whether
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-- a node is "in sunlight".
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local light_day = minetest.get_node_light(pos, 0.5)
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local light_night = minetest.get_node_light(pos, 0.0)
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local light_now = minetest.get_node_light(pos) or 0
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local regen_to = 0
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-- Currently uses 'get_node_light' to determine whether
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-- a node is "in sunlight".
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local light_day = minetest.get_node_light(pos, 0.5)
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local light_night = minetest.get_node_light(pos, 0.0)
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local light_now = minetest.get_node_light(pos) or 0
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local regen_to = 0
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-- simplest version checks for "full sunlight now"
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if light_now >= 14 then
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regen_to = 3
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end
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-- simplest version checks for "full sunlight now"
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if light_now >= 14 then
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regen_to = 3
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end
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-- we can get a bit more lenience by testing whether
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-- * a node is "affected by sunlight" (day > night)
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-- * the node is "bright enough now"
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-- However: you could deny yourself mana regeneration
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-- with torches :-/
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--[[
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if light_day > light_night and light_now > 12 then
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regen_to = 1
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end
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--]]
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-- we can get a bit more lenience by testing whether
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-- * a node is "affected by sunlight" (day > night)
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-- * the node is "bright enough now"
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-- However: you could deny yourself mana regeneration
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-- with torches :-/
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--[[
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if light_day > light_night and light_now > 12 then
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regen_to = 1
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end
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--]]
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-- next, check the block we're standing on.
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pos.y = math.floor(pos_y) - 0.5
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node = minetest.get_node(pos)
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local nodemana = mana_from_node[node.name]
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for key, value in pairs(mana_from_node) do
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if key:split(":")[1] == "group" then
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local groupname = key:split(":")[2]
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if minetest.get_node_group(node.name, groupname) > 0 then
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if nodemana then
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nodemana = math.max(nodemana, value) -- We get the greater one (if the node is part of 2 or more groups)
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else
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nodemana = value
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end
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end
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end
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end
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if nodemana then
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if nodemana > 0 then
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regen_to = math.max(regen_to, nodemana)
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else
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regen_to = regen_to + nodemana -- negative, remember?
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end
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--print("Regen to "..regen_to.." : "..node.name)
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end
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-- next, check the block we're standing on.
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pos.y = math.floor(pos_y) - 0.5
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node = minetest.get_node(pos)
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local nodemana = mana_from_node[node.name]
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for key, value in pairs(mana_from_node) do
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if key:split(":")[1] == "group" then
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local groupname = key:split(":")[2]
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if minetest.get_node_group(node.name, groupname) > 0 then
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if nodemana then
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nodemana = math.max(nodemana, value) -- We get the greater one (if the node is part of 2 or more groups)
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else
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nodemana = value
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end
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end
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end
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end
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if nodemana then
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if nodemana > 0 then
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regen_to = math.max(regen_to, nodemana)
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else
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regen_to = regen_to + nodemana -- negative, remember?
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end
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--print("Regen to "..regen_to.." : "..node.name)
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end
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mana.setregen(name, regen_to)
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--print("Regen to "..regen_to.." : "..light_day.."/"..light_now.."/"..light_night)
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end
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end
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mana.setregen(name, regen_to)
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--print("Regen to "..regen_to.." : "..light_day.."/"..light_now.."/"..light_night)
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end
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--[[ Comment this in for testing if you have no mana sink
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--[[ Comment this in for testing if you have no mana sink
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time_next_mana_reset = time_next_mana_reset - dtime
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if time_next_mana_reset < 0.0 then
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time_next_mana_reset = time_total_mana_reset
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mana.set('singleplayer', 100)
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print("Resetting mana")
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end
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time_next_mana_reset = time_next_mana_reset - dtime
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if time_next_mana_reset < 0.0 then
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time_next_mana_reset = time_total_mana_reset
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mana.set('singleplayer', 100)
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print("Resetting mana")
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end
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--]]
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--]]
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end
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end)
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tick()
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