-- minetest/fire/init.lua minetest.register_node("fire:basic_flame", { description = "Fire", drawtype = "firelike", tiles = {{ name="fire_basic_flame_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1}, }}, inventory_image = "fire_basic_flame.png", light_source = 14, groups = {igniter=2,dig_immediate=3,hot=3}, drop = '', walkable = false, buildable_to = true, damage_per_second = 4, on_construct = function(pos, placer) fire.on_flame_add_at(pos) end, on_destruct = function(pos, oldnode, oldmetadata, digger) fire.on_flame_remove_at(pos) end, }) fire.D = 6 -- key: position hash of low corner of area -- value: {handle=sound handle, name=sound name} fire.sounds = {} 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, } local p1 = { x=p0.x+fire.D-1, y=p0.y+fire.D-1, z=p0.z+fire.D-1 } return p0, p1 end 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 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} elseif #flames_p > 0 then 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, loop=true}), name = wanted_sound.name, } end else if not wanted_sound then minetest.sound_stop(sound.handle) fire.sounds[p0_hash] = nil elseif sound.name ~= wanted_sound.name then minetest.sound_stop(sound.handle) fire.sounds[p0_hash] = { handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}), name = wanted_sound.name, } end end end 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 function fire.find_pos_for_flame_around(pos) return minetest.find_node_near(pos, 1, {"air"}) end 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 ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"}) return (#ps ~= 0) end -- Ignite neighboring nodes minetest.register_abm({ nodenames = {"group:flammable"}, neighbors = {"group:igniter"}, interval = 1, chance = 2, action = function(p0, node, _, _) -- If there is water or stuff like that around flame, don't ignite if fire.flame_should_extinguish(p0) then return end local p = fire.find_pos_for_flame_around(p0) if p then minetest.set_node(p, {name="fire:basic_flame"}) end end, }) -- Rarely ignite things from far minetest.register_abm({ nodenames = {"group:igniter"}, neighbors = {"air"}, interval = 2, chance = 10, action = function(p0, node, _, _) local reg = minetest.registered_nodes[node.name] if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then return end local d = reg.groups.igniter local p = minetest.find_node_near(p0, d, {"group:flammable"}) if p then -- If there is water or stuff like that around flame, don't ignite if fire.flame_should_extinguish(p) then return end local p2 = fire.find_pos_for_flame_around(p) if p2 then minetest.set_node(p2, {name="fire:basic_flame"}) end end end, }) -- Remove flammable nodes and flame minetest.register_abm({ nodenames = {"fire:basic_flame"}, interval = 1, chance = 2, action = function(p0, node, _, _) -- If there is water or stuff like that around flame, remove flame if fire.flame_should_extinguish(p0) then minetest.remove_node(p0) return end -- Make the following things rarer if math.random(1,3) == 1 then return end -- If there are no flammable nodes around flame, remove flame if not minetest.find_node_near(p0, 1, {"group:flammable"}) then minetest.remove_node(p0) return end 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 -- If there is water or stuff like that around flame, don't remove if fire.flame_should_extinguish(p0) then return end minetest.remove_node(p) nodeupdate(p) end else -- remove flame minetest.remove_node(p0) end end, })