Fire: move fire node removal out of ABM.

Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).

A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.

We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.

There's some low hanging fruit cleanups in here as well.
master
Auke Kok 2016-03-12 20:19:37 -08:00 committed by paramat
parent e0cb3fce02
commit d61803b65f
1 changed files with 18 additions and 38 deletions

View File

@ -28,14 +28,24 @@ minetest.register_node("fire:basic_flame", {
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
on_timer = function(pos)
local f = minetest.find_node_near(pos, 1, {"group:flammable"})
if not f then
minetest.remove_node(pos)
return
end
-- restart timer
return true
end,
drop = "",
on_construct = function(pos)
minetest.after(0, fire.on_flame_add_at, pos)
minetest.get_node_timer(pos):start(math.random(30, 60))
minetest.after(0, fire.update_sounds_around, pos)
end,
on_destruct = function(pos)
minetest.after(0, fire.on_flame_remove_at, pos)
minetest.after(0, fire.update_sounds_around, pos)
end,
on_blast = function()
@ -169,32 +179,6 @@ function fire.update_sounds_around(pos)
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)
return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
end
-- Extinguish all flames quickly with water, snow, ice
minetest.register_abm({
@ -239,31 +223,27 @@ else
catch_up = false,
action = function(p0, node, _, _)
-- If there is water or stuff like that around node, don't ignite
if fire.flame_should_extinguish(p0) then
if minetest.find_node_near(p0, 1, {"group:puts_out_fire"}) then
return
end
local p = fire.find_pos_for_flame_around(p0)
local p = minetest.find_node_near(p0, 1, {"air"})
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Remove basic flames and flammable nodes
-- Remove flammable nodes
minetest.register_abm({
nodenames = {"fire:basic_flame"},
neighbors = "group:flammable",
interval = 5,
chance = 6,
chance = 18,
catch_up = false,
action = function(p0, node, _, _)
-- If there are no flammable nodes around flame, remove flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if not p then
minetest.remove_node(p0)
return
end
if math.random(1, 3) == 1 then
if p then
-- remove flammable nodes around flame
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]