Update walking_light mod to Git commit 919f310...
https://github.com/AntumMT/mod-walking_light/tree/919f310master
parent
a36b6cfefe
commit
eec8e98345
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@ -61,7 +61,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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* lighting/
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* [glow][] ([GPL][lic.gpl2.0]) -- version: [4c015a0 Git][ver.glow] *2019-02-05*
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* [ilights][] ([LGPL][lic.lgpl3.0]) -- version: [2021-02-25-01][ver.ilights] ([patched][patch.ilights])
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* walking_light ([petermalone fork][walking_light]) ([WTFPL / CC BY-SA][lic.walking_light]) -- version: [766ef0f Git][ver.walking_light] *2019-11-09* ([patched][patch.walking_light])
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* [walking_light][] ([WTFPL / CC BY-SA][lic.walking_light]) -- version: [919f310 Git][ver.walking_light] *2021-06-24*
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* materials/
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* [amber][] ([LGPL][lic.lgpl2.1]) -- version: [56627fa Git][ver.amber] *2017-10-29* ([patched][patch.amber])
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* [basic_materials][] ([LGPL][lic.lgpl3.0]) -- version: [2021-01-30][ver.basic_materials]
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@ -380,7 +380,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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[unifieddyes]: https://forum.minetest.net/viewtopic.php?t=2178
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[vines]: https://forum.minetest.net/viewtopic.php?f=11&t=2344
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[waffles]: https://forum.minetest.net/viewtopic.php?t=16669
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[walking_light]: https://github.com/petermaloney/walking_light
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[walking_light]: https://forum.minetest.net/viewtopic.php?t=2621
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[wardrobe]: https://github.com/AntumMT/mod-wardrobe
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[wardrobe.old]: https://forum.minetest.net/viewtopic.php?t=9680
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[wdata]: https://forum.minetest.net/viewtopic.php?t=26804
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@ -632,7 +632,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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[ver.tree_monster]: https://github.com/AntumMT/mod-mob_tree_monster/tree/f2977ff
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[ver.unifieddyes]: https://gitlab.com/VanessaE/unifieddyes/tags/2021-03-26-1
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[ver.waffles]: https://github.com/GreenXenith/waffles/tree/15bcdce
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[ver.walking_light]: https://github.com/petermaloney/walking_light/tree/766ef0f
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[ver.walking_light]: https://github.com/AntumMT/mod-walking_light/tree/919f310
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[ver.wardrobe]: https://github.com/AntumMT/mod-wardrobe/tree/0500a78
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[ver.wdata]: https://github.com/AntumMT/mod-wdata/releases/tag/v1.1
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[ver.whinny]: https://github.com/AntumMT/mod-whinny/tree/32f2d9f
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@ -680,5 +680,4 @@ The game includes the mods from the default [minetest_game](https://github.com/m
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[patch.throwing]: https://github.com/AntumMT/mod-throwing/tree/b33ffde
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[patch.trash_can]: https://github.com/AntumMT/mod-trash_can/tree/5a92bf4
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[patch.unifieddyes]: https://github.com/AntumMT/mod-unifieddyes/tree/3013964
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[patch.walking_light]: https://github.com/AntumMT/mod-walking_light/tree/b482369
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[patch.windmill]: https://github.com/AntumMT/mod-windmill/tree/7756ab4
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@ -0,0 +1,4 @@
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TODO:
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- clean up
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- add localization support
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@ -0,0 +1,531 @@
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-- list of all players seen by core.register_on_joinplayer
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local players = {}
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-- all player positions last time light was updated: {player_name : {x, y, z}}
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local player_positions = {}
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-- all light positions of light that currently is created {player_name : {i: {x, y, z}}
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local light_positions = {}
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-- last item seen wielded by players
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local last_wielded = {}
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-- toggles debug mode
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local walking_light_debug = false
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-- name of light node, changed by toggling debug mode
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local walking_light_node = nil
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function walking_light.set_debug(enabled)
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walking_light_debug = enabled
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end
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-- list of items that use walking light
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local light_items = {
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"default:torch",
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"walking_light:megatorch",
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}
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local light_armor = {}
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function walking_light.register_item(item)
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for _, li in ipairs(light_items) do
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if item == li then
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core.log("warning", "[walking_light] \"" .. item .. "\" is already light item.")
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return
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end
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end
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table.insert(light_items, item)
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end
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walking_light.addLightItem = walking_light.register_item -- backward compat
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function walking_light.register_armor(iname, litem)
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if litem == nil then litem = true end
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for _, a in ipairs(light_armor) do
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if iname == a then
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core.log("warning", "[walking_light] \"" .. iname .. "\" is already light armor.")
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end
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end
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table.insert(light_armor, iname)
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if litem then walking_light.register_item(iname) end
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end
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function walking_light.get_light_items()
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return light_items
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end
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walking_light.getLightItems = walking_light.get_light_items -- backward compat
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function walking_light.register_tool(tool)
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walking_light.log("warning", "\"walking_light.register_tool\" method is deprecated")
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local item, default, definition
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item = "walking_light:" .. tool .. "_mese"
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default = "default:" .. tool .. "_mese"
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definition = table.copy(core.registered_items[default])
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definition.description = definition.description .. " with light"
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definition.inventory_image = "walking_light_mese" .. tool .. ".png"
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core.register_tool(item, definition)
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core.register_craft({
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output = item,
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recipe = {
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{"default:torch"},
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{ default },
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}
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})
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walking_light.register_item(item)
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end
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-- from http://lua-users.org/wiki/IteratorsTutorial
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-- useful for removing things from a table because removing from the middle makes it skip elements otherwise
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local function ripairs(t)
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local function ripairs_it(t, i)
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i = i-1
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local v = t[i]
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if v == nil then return v end
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return i, v
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end
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return ripairs_it, t, #t+1
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end
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-- formats a vector with shorter output than dump
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local function dumppos(pos)
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if pos == nil then
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return "nil"
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end
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local x = "nil"
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if pos.x then
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x = pos.x
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end
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local y = "nil"
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if pos.y then
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y = pos.y
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end
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local z = "nil"
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if pos.z then
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z = pos.z
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end
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return "(" .. x .. "," .. y .. "," .. z .. ")"
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end
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-- formats a table containing vectors with shorter output than dump
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local function dumppostable(t)
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if t == nil then
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return "nil"
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end
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if #t == 0 then
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return "0{}"
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end
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ret = #t .. "{\n"
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for i, pos in ipairs(t) do
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ret = ret .. " " .. dumppos(pos) .. "\n"
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end
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ret = ret .. "}"
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return ret
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end
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local function mt_get_node_or_nil(pos)
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if pos == nil then
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print("ERROR: walking_light.mt_get_node_or_nil(), pos is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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local node = core.get_node_or_nil(pos)
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if not node then
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-- Load the map at pos and try again
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core.get_voxel_manip():read_from_map(pos, pos)
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node = core.get_node(pos)
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end
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-- If node.name is "ignore" here, the map probably isn't generated at pos.
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return node
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end
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function mt_add_node(pos, sometable)
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if pos == nil then
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print("ERROR: walking_light.mt_add_node(), pos is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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if sometable == nil then
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print("ERROR: walking_light.mt_add_node(), sometable is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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core.add_node(pos, sometable)
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end
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local function round(num)
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return math.floor(num + 0.5)
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end
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local function poseq(pos1, pos2)
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if pos1 == nil and pos2 == nil then
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return true
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end
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if pos1 == nil or pos2 == nil then
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return false
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end
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return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
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end
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-- return true if the player moved since last player_positions update
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local function player_moved(player)
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local player_name = player:get_player_name()
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local pos = player:get_pos()
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local rounded_pos = vector.round(pos)
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local oldpos = player_positions[player_name]
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if oldpos == nil or not poseq(rounded_pos, oldpos) then
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-- if oldpos is nil, we assume they just logged in, so consider them moved
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return true
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end
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return false
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end
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-- same as table.remove(t, remove_pos), but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
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local function table_remove_pos(t, remove_pos)
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for i, pos in ipairs(t) do
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if poseq(pos, remove_pos) then
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table.remove(t, i)
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break
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end
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end
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end
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-- same as t[remove_pos], but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
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local function table_contains_pos(t, remove_pos)
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for i, pos in ipairs(t) do
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if poseq(pos, remove_pos) then
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return true
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end
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end
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return false
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end
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-- same as table.insert(t, pos) but makes sure it is not duplicated
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local function table_insert_pos(t, pos)
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if not table_contains_pos( pos ) then
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table.insert(t, pos)
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end
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end
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local function is_light(node)
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if node ~= nil and node ~= "ignore" and( node.name == "walking_light:light" or node.name == "walking_light:light_debug" ) then
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return true
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end
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return false
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end
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-- removes light at the given position
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-- player is optional
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function remove_light(player, pos)
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local player_name
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if player then
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player_name = player:get_player_name()
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end
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local node = mt_get_node_or_nil(pos)
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if is_light(node) then
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mt_add_node(pos, {type="node", name="air"})
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if player_name then
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table_remove_pos(light_positions[player_name], pos)
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end
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else
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if node ~= nil then
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print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was " .. node.name)
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table_remove_pos(light_positions[player_name], pos)
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else
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print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was nil")
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end
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end
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end
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-- removes all light owned by a player
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local function remove_light_player(player)
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local player_name = player:get_player_name()
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for i, old_pos in ripairs(light_positions[player_name]) do
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if old_pos then
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remove_light(player, old_pos)
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end
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end
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end
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local function can_add_light(pos)
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local node = mt_get_node_or_nil(pos)
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if node == nil or node == "ignore" then
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-- if node is nil (unknown) or ignore (not generated), then we don't do anything.
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return false
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elseif node.name == "air" then
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return true
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elseif is_light(node) then
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return true
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end
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return false
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end
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-- old function returns pos instead of table, for only one position
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local function pick_light_position_regular(player, pos)
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if can_add_light(pos) then
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return {pos}
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end
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local pos2
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-- if pos is not possible, try the old player position first, to make it more likely that it has a line of sight
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local player_name = player:get_player_name()
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local oldplayerpos = player_positions[player_name]
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if oldplayerpos and can_add_light( vector.new(oldplayerpos.x, oldplayerpos.y + 1, oldplayerpos.z) ) then
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return oldplayerpos
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end
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-- if not, try all positions around the pos
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pos2 = vector.new(pos.x + 1, pos.y, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x - 1, pos.y, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y, pos.z + 1)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y, pos.z - 1)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y + 1, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y - 1, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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return nil
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end
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-- new function, returns table
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local function pick_light_position_radius(player, pos, ret, radius)
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local pos2
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local step = 4
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local unstep = 1/step
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for x = pos.x - radius, pos.x + radius, step do
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for y = pos.y - radius, pos.y + radius, step do
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for z = pos.z - radius, pos.z + radius, step do
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pos2 = vector.new(round(x*unstep)*step, round(y*unstep)*step, round(z*unstep)*step)
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distance = math.sqrt(math.pow(pos.x - x, 2) + math.pow(pos.y - y, 2) + math.pow(pos.z - z, 2))
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if distance <= radius and can_add_light( pos2 ) then
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table.insert(ret, pos2)
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end
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end
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end
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end
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return ret
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end
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local function pick_light_position_mega(player, pos)
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local ret = {}
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if can_add_light(pos) then
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table.insert(ret, pos)
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end
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pick_light_position_radius(player, pos, ret, 10)
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return ret
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end
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local function pick_light_position(player, pos, light_item)
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if light_item == "walking_light:megatorch" then
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return pick_light_position_mega(player, pos)
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end
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return pick_light_position_regular(player, pos)
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end
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-- adds light at the given position
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local function add_light(player, pos)
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local player_name = player:get_player_name()
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local node = mt_get_node_or_nil(pos)
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if node == nil or node == "ignore" then
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-- don't do anything for nil (non-loaded) or ignore (non-generated) blocks, so we don't want to overwrite anything there
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return false
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elseif node.name == "air" then
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-- when the node that is already there is air, add light
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mt_add_node(pos, {type="node", name=walking_light_node})
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if not table_contains_pos(light_positions[player_name], pos) then
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table_insert_pos(light_positions[player_name], pos)
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end
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return true
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elseif is_light(node) then
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-- no point in adding light where it is already, but we should assign it to the player so it gets removed (in case it has no player)
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if not table_contains_pos(light_positions[player_name], pos) then
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table_insert_pos(light_positions[player_name], pos)
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end
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return true
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end
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return false
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end
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-- updates all the light around the player, depending on what they are wielding
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local function update_light_player(player)
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-- if there is no player, there can be no update
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if not player then
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return
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end
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-- figure out if they wield light; this will be nil if not
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local wielded_item = walking_light.get_wielded_light_item(player)
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local player_name = player:get_player_name()
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local pos = player:get_pos()
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local rounded_pos = vector.round(pos)
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-- check for a nil node where the player is; if it is nil, we assume the block is not loaded, so we return without updating player_positions
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-- that way, it should add light next step
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local node = mt_get_node_or_nil(rounded_pos)
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if node == nil or node == "ignore" then
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return
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end
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if not player_moved(player) and wielded_item == last_wielded[player_name] then
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-- no update needed if the wiedled light item is the same as before (including nil), and the player didn't move
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return
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end
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last_wielded[player_name] = wielded_item;
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local wantlightpos = nil
|
||||
local wantpos = vector.new(rounded_pos.x, rounded_pos.y + 1, rounded_pos.z)
|
||||
if wielded_item then
|
||||
-- decide where light should be
|
||||
wantlightpos = pick_light_position(player, wantpos, wielded_item)
|
||||
end
|
||||
|
||||
if wielded_item and wantlightpos then
|
||||
-- add light that isn't already there
|
||||
for i, newpos in ipairs(wantlightpos) do
|
||||
add_light(player, newpos)
|
||||
end
|
||||
end
|
||||
|
||||
-- go through all light owned by the player to remove all but what should be kept
|
||||
for i, oldlightpos in ripairs(light_positions[player_name]) do
|
||||
if not wantlightpos or oldlightpos and oldlightpos.x and not table_contains_pos(wantlightpos, oldlightpos) then
|
||||
remove_light(player, oldlightpos)
|
||||
end
|
||||
end
|
||||
|
||||
player_positions[player_name] = vector.round(pos)
|
||||
end
|
||||
|
||||
local function update_light_all()
|
||||
-- go through all players to check
|
||||
for i, player_name in ipairs(players) do
|
||||
local player = core.get_player_by_name(player_name)
|
||||
update_light_player(player)
|
||||
end
|
||||
end
|
||||
|
||||
-- return true if item is a light item
|
||||
function walking_light.is_light_item(item)
|
||||
for _, li in ipairs(light_items) do
|
||||
if item == li then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- returns a string, the name of the item found that is a light item
|
||||
function walking_light.get_wielded_light_item(player)
|
||||
local wielded_item = player:get_wielded_item():get_name()
|
||||
if walking_light.is_light_item(wielded_item) then
|
||||
return wielded_item
|
||||
end
|
||||
|
||||
-- check equipped armor - requires unified_inventory maybe
|
||||
if core.get_modpath("3d_armor") then
|
||||
local player_name = player:get_player_name()
|
||||
if player_name then
|
||||
local armor_inv = core.get_inventory({type="detached", name=player_name.."_armor"})
|
||||
if armor_inv then
|
||||
-- FIXME: should be a more efficient method
|
||||
for _, item_name in ipairs(light_armor) do
|
||||
if armor_inv:contains_item("armor", ItemStack(item_name)) then
|
||||
return item_name
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- return true if player is wielding a light item
|
||||
function walking_light.wields_light(player)
|
||||
return walking_light.get_wielded_light_item(player) ~= nil
|
||||
end
|
||||
|
||||
core.register_on_joinplayer(function(player)
|
||||
local player_name = player:get_player_name()
|
||||
table.insert(players, player_name)
|
||||
last_wielded[player_name] = walking_light.get_wielded_light_item(player)
|
||||
local pos = player:get_pos()
|
||||
player_positions[player_name] = nil
|
||||
light_positions[player_name] = {}
|
||||
update_light_player(player)
|
||||
end)
|
||||
|
||||
core.register_on_leaveplayer(function(player)
|
||||
local player_name = player:get_player_name()
|
||||
for i, v in ipairs(players) do
|
||||
if v == player_name then
|
||||
table.remove(players, i)
|
||||
end
|
||||
end
|
||||
last_wielded[player_name] = false
|
||||
remove_light_player(player)
|
||||
player_positions[player_name] = nil
|
||||
end)
|
||||
|
||||
core.register_globalstep(function(dtime)
|
||||
for i, player_name in ipairs(players) do
|
||||
local player = core.get_player_by_name(player_name)
|
||||
if player ~= nil then
|
||||
update_light_player(player)
|
||||
else
|
||||
table.remove(players, i)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
function walking_light.update_node()
|
||||
if walking_light_debug then
|
||||
walking_light_node = "walking_light:light_debug"
|
||||
else
|
||||
walking_light_node = "walking_light:light"
|
||||
end
|
||||
end
|
||||
|
||||
walking_light.update_node()
|
|
@ -0,0 +1,7 @@
|
|||
|
||||
v1.0
|
||||
- forked from petermaloney @ Git commit 766ef0f ( https://github.com/petermaloney/walking_light/tree/766ef0f )
|
||||
|
||||
v0.7
|
||||
----
|
||||
- forked from walking_light v0.6 by Echo ( https://forum.minetest.net/viewtopic.php?t=2621 )
|
|
@ -0,0 +1,60 @@
|
|||
|
||||
core.register_chatcommand("walking_light_clear_light", {
|
||||
params = "<size>",
|
||||
description = "Remove light nodes from the area",
|
||||
func = function(name, param)
|
||||
if not core.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use mapclearlight"
|
||||
end
|
||||
|
||||
local pos = vector.round(core.get_player_by_name(name):get_pos())
|
||||
local size = tonumber(param) or 40
|
||||
|
||||
for i, v in ipairs({"walking_light:light", "walking_light:light_debug"}) do
|
||||
local point = core.find_node_near(pos, size/2, v)
|
||||
while point do
|
||||
remove_light(nil, point)
|
||||
local oldpoint = point
|
||||
point = core.find_node_near(pos, size/2, v)
|
||||
if poseq(oldpoint, point) then
|
||||
return false, "Failed... infinite loop detected"
|
||||
end
|
||||
end
|
||||
end
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
||||
|
||||
core.register_chatcommand("walking_light_add_light", {
|
||||
params = "<size>",
|
||||
description = "Add walking_light:light to a position, without a player owning it",
|
||||
func = function(name, param)
|
||||
if not core.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use mapaddlight"
|
||||
end
|
||||
|
||||
local pos = vector.round(core.get_player_by_name(name):get_pos())
|
||||
pos = vector.new(pos.x, pos.y + 1, pos.z)
|
||||
|
||||
if pos then
|
||||
mt_add_node(pos, {type="node", name=walking_light_node})
|
||||
end
|
||||
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
||||
|
||||
core.register_chatcommand("walking_light_debug", {
|
||||
description = "Change to debug mode, so light blocks are visible.",
|
||||
func = function(name, param)
|
||||
if not core.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use walking_light_debug"
|
||||
end
|
||||
|
||||
-- toggle debug mode
|
||||
walking_light.set_debug(not walking_light_debug)
|
||||
walking_light.update_node()
|
||||
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
|
@ -1,716 +1,29 @@
|
|||
-- list of all players seen by minetest.register_on_joinplayer
|
||||
local players = {}
|
||||
-- all player positions last time light was updated: {player_name : {x, y, z}}
|
||||
local player_positions = {}
|
||||
-- all light positions of light that currently is created {player_name : {i: {x, y, z}}
|
||||
local light_positions = {}
|
||||
-- last item seen wielded by players
|
||||
local last_wielded = {}
|
||||
|
||||
-- toggles debug mode
|
||||
local walking_light_debug = false
|
||||
-- name of light node, changed by toggling debug mode
|
||||
local walking_light_node = nil
|
||||
|
||||
-- initialize walking light
|
||||
walking_light = {}
|
||||
walking_light.modname = core.get_current_modname()
|
||||
walking_light.modpath = core.get_modpath(walking_light.modname)
|
||||
|
||||
-- list of items that use walking light
|
||||
local light_items = {
|
||||
"default:torch", "walking_light:pick_mese",
|
||||
"walking_light:helmet_diamond", "walking_light:megatorch",
|
||||
"walking_light:helmet_gold",
|
||||
function walking_light.log(lvl, msg)
|
||||
if not msg then
|
||||
msg = lvl
|
||||
lvl = nil
|
||||
end
|
||||
|
||||
msg = "[" .. walking_light.modname .. "] " .. msg
|
||||
if not lvl then
|
||||
core.log(msg)
|
||||
else
|
||||
core.log(lvl, msg)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local scripts = {
|
||||
"api",
|
||||
"chat",
|
||||
"nodes",
|
||||
}
|
||||
|
||||
function walking_light.addLightItem(item)
|
||||
for I in pairs(light_items) do
|
||||
if item == light_items[I] then
|
||||
minetest.log("warning", "[walking_light] \"" .. item .. "\" is already light item.")
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
table.insert(light_items, -1, item)
|
||||
for _, sc in ipairs(scripts) do
|
||||
dofile(walking_light.modpath .. "/" .. sc .. ".lua")
|
||||
end
|
||||
|
||||
function walking_light.getLightItems()
|
||||
return light_items
|
||||
end
|
||||
|
||||
function walking_light.register_tool(tool)
|
||||
local item, default, definition
|
||||
item = 'walking_light:' .. tool .. '_mese'
|
||||
default = 'default:' .. tool .. '_mese'
|
||||
|
||||
definition = table.copy(minetest.registered_items[default])
|
||||
definition.description = definition.description .. ' with light'
|
||||
definition.inventory_image = 'walking_light_mese' .. tool .. '.png'
|
||||
|
||||
minetest.register_tool(item, definition)
|
||||
minetest.register_craft({
|
||||
output = item,
|
||||
recipe = {
|
||||
{'default:torch'},
|
||||
{ default },
|
||||
}
|
||||
})
|
||||
|
||||
walking_light.addLightItem(item)
|
||||
end
|
||||
|
||||
-- from http://lua-users.org/wiki/IteratorsTutorial
|
||||
-- useful for removing things from a table because removing from the middle makes it skip elements otherwise
|
||||
function ripairs(t)
|
||||
local function ripairs_it(t,i)
|
||||
i=i-1
|
||||
local v=t[i]
|
||||
if v==nil then return v end
|
||||
return i,v
|
||||
end
|
||||
return ripairs_it, t, #t+1
|
||||
end
|
||||
|
||||
-- formats a vector with shorter output than dump
|
||||
local function dumppos(pos)
|
||||
if pos == nil then
|
||||
return "nil"
|
||||
end
|
||||
local x = "nil"
|
||||
if pos.x then
|
||||
x = pos.x
|
||||
end
|
||||
local y = "nil"
|
||||
if pos.y then
|
||||
y = pos.y
|
||||
end
|
||||
local z = "nil"
|
||||
if pos.z then
|
||||
z = pos.z
|
||||
end
|
||||
|
||||
return "(" .. x .. "," .. y .. "," .. z .. ")"
|
||||
end
|
||||
|
||||
-- formats a table containing vectors with shorter output than dump
|
||||
local function dumppostable(t)
|
||||
if t == nil then
|
||||
return "nil"
|
||||
end
|
||||
if #t == 0 then
|
||||
return "0{}"
|
||||
end
|
||||
|
||||
ret = #t .. "{\n"
|
||||
for i,pos in ipairs(t) do
|
||||
ret = ret .. " " .. dumppos(pos) .. "\n"
|
||||
end
|
||||
ret = ret .. "}"
|
||||
return ret
|
||||
end
|
||||
|
||||
function mt_get_node_or_nil(pos)
|
||||
if pos == nil then
|
||||
print("ERROR: walking_light.mt_get_node_or_nil(), pos is nil")
|
||||
print(debug.traceback("Current Callstack:\n"))
|
||||
return nil
|
||||
end
|
||||
|
||||
local node = minetest.get_node_or_nil(pos)
|
||||
if not node then
|
||||
-- Load the map at pos and try again
|
||||
minetest.get_voxel_manip():read_from_map(pos, pos)
|
||||
node = minetest.get_node(pos)
|
||||
end
|
||||
-- If node.name is "ignore" here, the map probably isn't generated at pos.
|
||||
return node
|
||||
|
||||
end
|
||||
|
||||
function mt_add_node(pos, sometable)
|
||||
if pos == nil then
|
||||
print("ERROR: walking_light.mt_add_node(), pos is nil")
|
||||
print(debug.traceback("Current Callstack:\n"))
|
||||
return nil
|
||||
end
|
||||
if sometable == nil then
|
||||
print("ERROR: walking_light.mt_add_node(), sometable is nil")
|
||||
print(debug.traceback("Current Callstack:\n"))
|
||||
return nil
|
||||
end
|
||||
minetest.add_node(pos,sometable)
|
||||
end
|
||||
|
||||
function round(num)
|
||||
return math.floor(num + 0.5)
|
||||
end
|
||||
|
||||
local function poseq(pos1, pos2)
|
||||
if pos1 == nil and pos2 == nil then
|
||||
return true
|
||||
end
|
||||
if pos1 == nil or pos2 == nil then
|
||||
return false
|
||||
end
|
||||
return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
|
||||
end
|
||||
|
||||
-- return true if the player moved since last player_positions update
|
||||
local function player_moved(player)
|
||||
local player_name = player:get_player_name()
|
||||
local pos = player:get_pos()
|
||||
local rounded_pos = vector.round(pos)
|
||||
local oldpos = player_positions[player_name]
|
||||
if oldpos == nil or not poseq(rounded_pos, oldpos) then
|
||||
-- if oldpos is nil, we assume they just logged in, so consider them moved
|
||||
-- print("DEBUG: walking_light, player_moved(); moved = true; rounded_pos = " .. dumppos(rounded_pos) .. ", oldpos = " .. dumppos(oldpos))
|
||||
return true
|
||||
end
|
||||
-- print("DEBUG: walking_light, player_moved(); moved = false; rounded_pos = " .. dumppos(rounded_pos) .. ", oldpos = " .. dumppos(oldpos))
|
||||
return false
|
||||
end
|
||||
|
||||
-- same as table.remove(t,remove_pos), but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
|
||||
local function table_remove_pos(t, remove_pos)
|
||||
-- local DEBUG_oldsize = #t
|
||||
|
||||
for i,pos in ipairs(t) do
|
||||
if poseq(pos, remove_pos) then
|
||||
table.remove(t, i)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- local DEBUG_newsize = #t
|
||||
-- print("DEBUG: walking_light.table_remove_pos(), oldsize = " .. DEBUG_oldsize .. ", newsize = " .. DEBUG_newsize)
|
||||
end
|
||||
|
||||
-- same as t[remove_pos], but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
|
||||
local function table_contains_pos(t, remove_pos)
|
||||
for i,pos in ipairs(t) do
|
||||
if poseq(pos, remove_pos) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- same as table.insert(t,pos) but makes sure it is not duplicated
|
||||
local function table_insert_pos(t, pos)
|
||||
if not table_contains_pos( pos ) then
|
||||
table.insert(t, pos)
|
||||
end
|
||||
end
|
||||
|
||||
local function is_light(node)
|
||||
if node ~= nil and node ~= "ignore" and( node.name == "walking_light:light" or node.name == "walking_light:light_debug" ) then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- removes light at the given position
|
||||
-- player is optional
|
||||
local function remove_light(player, pos)
|
||||
local player_name
|
||||
if player then
|
||||
player_name = player:get_player_name()
|
||||
end
|
||||
local node = mt_get_node_or_nil(pos)
|
||||
if is_light(node) then
|
||||
mt_add_node(pos,{type="node",name="air"})
|
||||
if player_name then
|
||||
table_remove_pos(light_positions[player_name], pos)
|
||||
end
|
||||
else
|
||||
if node ~= nil then
|
||||
print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was " .. node.name)
|
||||
table_remove_pos(light_positions[player_name], pos)
|
||||
else
|
||||
print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was nil")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- removes all light owned by a player
|
||||
local function remove_light_player(player)
|
||||
local player_name = player:get_player_name()
|
||||
|
||||
for i,old_pos in ripairs(light_positions[player_name]) do
|
||||
if old_pos then
|
||||
-- print("DEBUG: walking_light.remove_light_player(), removing old light; old_pos = " .. dumppos(old_pos))
|
||||
remove_light(player, old_pos)
|
||||
end
|
||||
end
|
||||
-- print("DEBUG: walking_light.remove_light_player(), done; light_positions = " .. dumppostable(light_positions[player_name]))
|
||||
end
|
||||
|
||||
local function can_add_light(pos)
|
||||
local node = mt_get_node_or_nil(pos)
|
||||
if node == nil or node == "ignore" then
|
||||
-- if node is nil (unknown) or ignore (not generated), then we don't do anything.
|
||||
return false
|
||||
elseif node.name == "air" then
|
||||
-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", true")
|
||||
return true
|
||||
elseif is_light(node) then
|
||||
-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", true")
|
||||
return true
|
||||
end
|
||||
-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", false")
|
||||
return false
|
||||
end
|
||||
|
||||
-- old function returns pos instead of table, for only one position
|
||||
local function pick_light_position_regular(player, pos)
|
||||
if can_add_light(pos) then
|
||||
return {pos}
|
||||
end
|
||||
|
||||
local pos2
|
||||
|
||||
-- if pos is not possible, try the old player position first, to make it more likely that it has a line of sight
|
||||
local player_name = player:get_player_name()
|
||||
local oldplayerpos = player_positions[player_name]
|
||||
if oldplayerpos and can_add_light( vector.new(oldplayerpos.x, oldplayerpos.y + 1, oldplayerpos.z) ) then
|
||||
return oldplayerpos
|
||||
end
|
||||
|
||||
-- if not, try all positions around the pos
|
||||
pos2 = vector.new(pos.x + 1, pos.y, pos.z)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
pos2 = vector.new(pos.x - 1, pos.y, pos.z)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
pos2 = vector.new(pos.x, pos.y, pos.z + 1)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
pos2 = vector.new(pos.x, pos.y, pos.z - 1)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
pos2 = vector.new(pos.x, pos.y + 1, pos.z)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
pos2 = vector.new(pos.x, pos.y - 1, pos.z)
|
||||
if can_add_light( pos2 ) then
|
||||
return {pos2}
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- new function, returns table
|
||||
local function pick_light_position_radius(player, pos, ret, radius)
|
||||
local pos2
|
||||
local step = 4
|
||||
local unstep = 1/step
|
||||
|
||||
for x = pos.x - radius, pos.x + radius, step do
|
||||
for y = pos.y - radius, pos.y + radius, step do
|
||||
for z = pos.z - radius, pos.z + radius, step do
|
||||
pos2 = vector.new(round(x*unstep)*step, round(y*unstep)*step, round(z*unstep)*step)
|
||||
distance = math.sqrt(math.pow(pos.x - x, 2) + math.pow(pos.y - y, 2) + math.pow(pos.z - z, 2))
|
||||
if distance <= radius and can_add_light( pos2 ) then
|
||||
table.insert(ret, pos2)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ret
|
||||
end
|
||||
|
||||
local function pick_light_position_mega(player, pos)
|
||||
local ret = {}
|
||||
|
||||
if can_add_light(pos) then
|
||||
table.insert(ret, pos)
|
||||
end
|
||||
pick_light_position_radius(player, pos, ret, 10)
|
||||
|
||||
return ret
|
||||
end
|
||||
|
||||
local function pick_light_position(player, pos, light_item)
|
||||
if light_item == "walking_light:megatorch" then
|
||||
return pick_light_position_mega(player, pos)
|
||||
end
|
||||
return pick_light_position_regular(player, pos)
|
||||
end
|
||||
|
||||
-- adds light at the given position
|
||||
local function add_light(player, pos)
|
||||
local player_name = player:get_player_name()
|
||||
local node = mt_get_node_or_nil(pos)
|
||||
if node == nil or node == "ignore" then
|
||||
-- don't do anything for nil (non-loaded) or ignore (non-generated) blocks, so we don't want to overwrite anything there
|
||||
-- print("DEBUG: walking_light.add_light(), node is nil, pos = " .. dumppos(pos))
|
||||
return false
|
||||
elseif node.name == "air" then
|
||||
-- when the node that is already there is air, add light
|
||||
mt_add_node(pos,{type="node",name=walking_light_node})
|
||||
if not table_contains_pos(light_positions[player_name], pos) then
|
||||
table_insert_pos(light_positions[player_name], pos)
|
||||
end
|
||||
|
||||
-- if node then
|
||||
-- print("DEBUG: add_light(), node.name = " .. node.name .. ", pos = " .. dumppos(pos))
|
||||
-- else
|
||||
-- print("DEBUG: add_light(), node.name = nil, pos = " .. dumppos(pos))
|
||||
-- end
|
||||
return true
|
||||
elseif is_light(node) then
|
||||
-- no point in adding light where it is already, but we should assign it to the player so it gets removed (in case it has no player)
|
||||
-- print("DEBUG: add_light(), not adding; node.name = " .. node.name .. ", pos = " .. dumppos(pos))
|
||||
|
||||
if not table_contains_pos(light_positions[player_name], pos) then
|
||||
table_insert_pos(light_positions[player_name], pos)
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
-- print("DEBUG: add_light(), not adding; node.name = " .. node.name)
|
||||
return false
|
||||
end
|
||||
|
||||
-- updates all the light around the player, depending on what they are wielding
|
||||
local function update_light_player(player)
|
||||
-- if there is no player, there can be no update
|
||||
if not player then
|
||||
return
|
||||
end
|
||||
|
||||
-- figure out if they wield light; this will be nil if not
|
||||
local wielded_item = get_wielded_light_item(player)
|
||||
|
||||
local player_name = player:get_player_name()
|
||||
local pos = player:get_pos()
|
||||
local rounded_pos = vector.round(pos)
|
||||
|
||||
-- check for a nil node where the player is; if it is nil, we assume the block is not loaded, so we return without updating player_positions
|
||||
-- that way, it should add light next step
|
||||
local node = mt_get_node_or_nil(rounded_pos)
|
||||
if node == nil or node == "ignore" then
|
||||
return
|
||||
end
|
||||
|
||||
if not player_moved(player) and wielded_item == last_wielded[player_name] then
|
||||
-- no update needed if the wiedled light item is the same as before (including nil), and the player didn't move
|
||||
return
|
||||
end
|
||||
last_wielded[player_name] = wielded_item;
|
||||
|
||||
local wantlightpos = nil
|
||||
local wantpos = vector.new(rounded_pos.x, rounded_pos.y + 1, rounded_pos.z)
|
||||
if wielded_item then
|
||||
-- decide where light should be
|
||||
wantlightpos = pick_light_position(player, wantpos, wielded_item)
|
||||
-- print("DEBUG: walking_light update_light_player(); wantpos = " .. dumppos(wantpos) .. ", wantlightpos = " .. dumppos(wantlightpos))
|
||||
end
|
||||
|
||||
if wielded_item and wantlightpos then
|
||||
-- add light that isn't already there
|
||||
for i,newpos in ipairs(wantlightpos) do
|
||||
add_light(player, newpos)
|
||||
end
|
||||
end
|
||||
|
||||
-- go through all light owned by the player to remove all but what should be kept
|
||||
for i,oldlightpos in ripairs(light_positions[player_name]) do
|
||||
if not wantlightpos or oldlightpos and oldlightpos.x and not table_contains_pos(wantlightpos, oldlightpos) then
|
||||
remove_light(player, oldlightpos)
|
||||
end
|
||||
end
|
||||
|
||||
player_positions[player_name] = vector.round(pos)
|
||||
|
||||
-- print("DEBUG: walking_light.update_light_player(): wantlightpos = " .. dumppostable(wantlightpos) .. ", light_positions = " .. dumppostable(light_positions[player_name]))
|
||||
end
|
||||
|
||||
local function update_light_all()
|
||||
-- go through all players to check
|
||||
for i,player_name in ipairs(players) do
|
||||
local player = minetest.get_player_by_name(player_name)
|
||||
update_light_player(player)
|
||||
end
|
||||
end
|
||||
|
||||
-- return true if item is a light item
|
||||
function is_light_item(item)
|
||||
for I in pairs(light_items) do
|
||||
if item == light_items[I] then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- returns a string, the name of the item found that is a light item
|
||||
function get_wielded_light_item(player)
|
||||
local wielded_item = player:get_wielded_item():get_name()
|
||||
if is_light_item(wielded_item) then
|
||||
return wielded_item
|
||||
end
|
||||
|
||||
-- check equipped armor - requires unified_inventory maybe
|
||||
local player_name = player:get_player_name()
|
||||
if player_name then
|
||||
local armor_inv = minetest.get_inventory({type="detached", name=player_name.."_armor"})
|
||||
if armor_inv then
|
||||
-- print( dump(armor_inv:get_lists()) )
|
||||
local item_name = "walking_light:helmet_diamond"
|
||||
local stack = ItemStack(item_name)
|
||||
if armor_inv:contains_item("armor", stack) then
|
||||
return item_name
|
||||
end
|
||||
|
||||
-- Gold helmet
|
||||
local item_name = "walking_light:helmet_gold"
|
||||
local stack = ItemStack(item_name)
|
||||
if armor_inv:contains_item("armor", stack) then
|
||||
return item_name
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- return true if player is wielding a light item
|
||||
function wielded_light(player)
|
||||
return get_wielded_light_item(player) ~= nil
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
local player_name = player:get_player_name()
|
||||
table.insert(players, player_name)
|
||||
last_wielded[player_name] = get_wielded_light_item(player)
|
||||
local pos = player:get_pos()
|
||||
player_positions[player_name] = nil
|
||||
light_positions[player_name] = {}
|
||||
update_light_player(player)
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local player_name = player:get_player_name()
|
||||
for i,v in ipairs(players) do
|
||||
if v == player_name then
|
||||
table.remove(players, i)
|
||||
end
|
||||
end
|
||||
last_wielded[player_name] = false
|
||||
remove_light_player(player)
|
||||
player_positions[player_name]=nil
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
for i,player_name in ipairs(players) do
|
||||
local player = minetest.get_player_by_name(player_name)
|
||||
if player ~= nil then
|
||||
update_light_player(player)
|
||||
else
|
||||
table.remove(players, i)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_node("walking_light:light_debug", {
|
||||
drawtype = "glasslike",
|
||||
tiles = {"walking_light_debug.png"},
|
||||
inventory_image = minetest.inventorycube("walking_light.png"),
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
is_ground_content = true,
|
||||
sunlight_propagates = true,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0, 0, 0, 0, 0, 0},
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_node("walking_light:light", {
|
||||
drawtype = "glasslike",
|
||||
tiles = {"walking_light.png"},
|
||||
inventory_image = minetest.inventorycube("walking_light.png"),
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
is_ground_content = true,
|
||||
sunlight_propagates = true,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0, 0, 0, 0, 0, 0},
|
||||
},
|
||||
})
|
||||
|
||||
function update_walking_light_node()
|
||||
if walking_light_debug then
|
||||
walking_light_node = "walking_light:light_debug"
|
||||
else
|
||||
walking_light_node = "walking_light:light"
|
||||
end
|
||||
end
|
||||
update_walking_light_node()
|
||||
|
||||
minetest.register_tool("walking_light:pick_mese", {
|
||||
description = "Mese Pickaxe with light",
|
||||
inventory_image = "walking_light_mesepick.png",
|
||||
wield_image = "default_tool_mesepick.png",
|
||||
tool_capabilities = {
|
||||
full_punch_interval = 1.0,
|
||||
max_drop_level=3,
|
||||
groupcaps={
|
||||
cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=0, maxlevel=3},
|
||||
crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=0, maxlevel=3},
|
||||
snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=0, maxlevel=3}
|
||||
}
|
||||
},
|
||||
})
|
||||
|
||||
minetest.register_tool("walking_light:helmet_diamond", {
|
||||
description = "Diamond Helmet with light",
|
||||
inventory_image = "walking_light_inv_helmet_diamond.png",
|
||||
wield_image = "3d_armor_inv_helmet_diamond.png",
|
||||
groups = {armor_head=15, armor_heal=12, armor_use=100},
|
||||
wear = 0,
|
||||
})
|
||||
|
||||
minetest.register_node("walking_light:megatorch", {
|
||||
description = "Megatorch",
|
||||
drawtype = "torchlike",
|
||||
tiles = {
|
||||
{
|
||||
name = "default_torch_on_floor_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0
|
||||
},
|
||||
},
|
||||
{
|
||||
name="default_torch_on_ceiling_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0
|
||||
},
|
||||
},
|
||||
{
|
||||
name="default_torch_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0
|
||||
},
|
||||
},
|
||||
},
|
||||
inventory_image = "default_torch_on_floor.png",
|
||||
wield_image = "default_torch_on_floor.png",
|
||||
paramtype = "light",
|
||||
paramtype2 = "wallmounted",
|
||||
sunlight_propagates = true,
|
||||
is_ground_content = false,
|
||||
walkable = false,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "wallmounted",
|
||||
wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
|
||||
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
|
||||
wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
|
||||
},
|
||||
groups = {choppy=2,dig_immediate=3,flammable=1,attached_node=1},
|
||||
legacy_wallmounted = true,
|
||||
--sounds = default.node_sound_defaults(),
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = 'walking_light:helmet_diamond',
|
||||
recipe = {
|
||||
{'default:torch'},
|
||||
{'3d_armor:helmet_diamond'},
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = 'walking_light:megatorch',
|
||||
recipe = {
|
||||
{'default:torch', 'default:torch', 'default:torch'},
|
||||
{'default:torch', 'default:torch', 'default:torch'},
|
||||
{'default:torch', 'default:torch', 'default:torch'},
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("walking_light_clear_light", {
|
||||
params = "<size>",
|
||||
description = "Remove light nodes from the area",
|
||||
func = function(name, param)
|
||||
if not minetest.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use mapclearlight"
|
||||
end
|
||||
|
||||
local pos = vector.round(minetest.get_player_by_name(name):get_pos())
|
||||
local size = tonumber(param) or 40
|
||||
|
||||
for i,v in ipairs({"walking_light:light", "walking_light:light_debug"}) do
|
||||
point = minetest.find_node_near(pos, size/2, v)
|
||||
while point do
|
||||
remove_light(nil, point)
|
||||
oldpoint = point
|
||||
point = minetest.find_node_near(pos, size/2, v)
|
||||
if poseq(oldpoint, point) then
|
||||
return false, "Failed... infinite loop detected"
|
||||
end
|
||||
end
|
||||
end
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("walking_light_add_light", {
|
||||
params = "<size>",
|
||||
description = "Add walking_light:light to a position, without a player owning it",
|
||||
func = function(name, param)
|
||||
if not minetest.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use mapaddlight"
|
||||
end
|
||||
|
||||
local pos = vector.round(minetest.get_player_by_name(name):get_pos())
|
||||
pos = vector.new(pos.x, pos.y + 1, pos.z)
|
||||
|
||||
if pos then
|
||||
mt_add_node(pos,{type="node",name=walking_light_node})
|
||||
end
|
||||
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("walking_light_debug", {
|
||||
description = "Change to debug mode, so light blocks are visible.",
|
||||
func = function(name, param)
|
||||
if not minetest.check_player_privs(name, {server=true}) then
|
||||
return false, "You need the server privilege to use walking_light_debug"
|
||||
end
|
||||
|
||||
walking_light_debug = not walking_light_debug
|
||||
update_walking_light_node()
|
||||
|
||||
return true, "Done."
|
||||
end,
|
||||
})
|
||||
|
||||
-- vim: ts=4 sw=4 softtabstop=4 smarttab noexpandtab
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
name = walking_light
|
||||
depends = default
|
|
@ -0,0 +1,89 @@
|
|||
|
||||
core.register_node("walking_light:light_debug", {
|
||||
drawtype = "glasslike",
|
||||
tiles = {"walking_light_debug.png"},
|
||||
inventory_image = core.inventorycube("walking_light.png"),
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
is_ground_content = true,
|
||||
sunlight_propagates = true,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0, 0, 0, 0, 0, 0},
|
||||
},
|
||||
})
|
||||
|
||||
core.register_node("walking_light:light", {
|
||||
drawtype = "glasslike",
|
||||
tiles = {"walking_light.png"},
|
||||
inventory_image = core.inventorycube("walking_light.png"),
|
||||
paramtype = "light",
|
||||
walkable = false,
|
||||
is_ground_content = true,
|
||||
sunlight_propagates = true,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0, 0, 0, 0, 0, 0},
|
||||
},
|
||||
})
|
||||
|
||||
core.register_node("walking_light:megatorch", {
|
||||
description = "Megatorch",
|
||||
drawtype = "torchlike",
|
||||
tiles = {
|
||||
{
|
||||
name = "default_torch_on_floor_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0,
|
||||
},
|
||||
},
|
||||
{
|
||||
name = "default_torch_on_ceiling_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0,
|
||||
},
|
||||
},
|
||||
{
|
||||
name = "default_torch_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0,
|
||||
},
|
||||
},
|
||||
},
|
||||
inventory_image = "default_torch_on_floor.png",
|
||||
wield_image = "default_torch_on_floor.png",
|
||||
paramtype = "light",
|
||||
paramtype2 = "wallmounted",
|
||||
sunlight_propagates = true,
|
||||
is_ground_content = false,
|
||||
walkable = false,
|
||||
light_source = 13,
|
||||
selection_box = {
|
||||
type = "wallmounted",
|
||||
wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
|
||||
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
|
||||
wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
|
||||
},
|
||||
groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1},
|
||||
legacy_wallmounted = true,
|
||||
})
|
||||
|
||||
core.register_craft({
|
||||
output = "walking_light:megatorch",
|
||||
recipe = {
|
||||
{"default:torch", "default:torch", "default:torch"},
|
||||
{"default:torch", "default:torch", "default:torch"},
|
||||
{"default:torch", "default:torch", "default:torch"},
|
||||
}
|
||||
})
|
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Reference in New Issue