Epic/mods/wielded_light/init.lua

137 lines
3.7 KiB
Lua

local update_interval = 0.2
local level_delta = 2
local shiny_items = {}
--- Shining API ---
wielded_light = {}
function wielded_light.update_light(pos, light_level)
local around_vector = {
{x=0, y=0, z=0},
{x=0, y=1, z=0}, {x=0, y=-1, z=0},
{x=1, y=0, z=0}, {x=-1, y=0, z=0},
{x=0, y=0, z=1}, {x=0, y=0, z=1},
}
local do_update = false
local old_value = 0
local timer
local light_pos
for _, around in ipairs(around_vector) do
light_pos = vector.add(pos, around)
local name = minetest.get_node(light_pos).name
if name == "air" and (minetest.get_node_light(light_pos) or 0) < light_level then
do_update = true
break
elseif name:sub(1,13) == "wielded_light" then -- Update existing light node and timer
old_value = tonumber(name:sub(15))
if light_level > old_value then
do_update = true
else
timer = minetest.get_node_timer(light_pos)
local elapsed = timer:get_elapsed()
if elapsed > (update_interval * 1.5) then
-- The timer is set to 3x update_interval
-- This node was not updated the last interval and may
-- is disabled before the next step
-- Therefore the light should be re-set to avoid flicker
do_update = true
end
end
break
end
end
if do_update then
timer = timer or minetest.get_node_timer(light_pos)
if light_level ~= old_value then
minetest.swap_node(light_pos, {name = "wielded_light:"..light_level})
end
timer:start(update_interval*3)
end
end
function wielded_light.update_light_by_item(item, pos)
local stack = ItemStack(item)
local light_level = shiny_items[stack:get_name()]
local itemdef = stack:get_definition()
if not light_level and not itemdef then
return
end
light_level = light_level or ((itemdef.light_source or 0) - level_delta)
if light_level > 0 then
wielded_light.update_light(pos, light_level)
end
end
function wielded_light.register_item_light(itemname, light_level)
shiny_items[itemname] = light_level
end
-- Register helper nodes
for i=1, 14 do
minetest.register_node("wielded_light:"..i, {
drawtype = "airlike",
groups = {not_in_creative_inventory = 1},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
light_source = i,
pointable = false,
buildable_to = true,
drop = {},
on_timer = function(pos, elapsed)
minetest.swap_node(pos, {name = "air"})
end,
})
end
-- Wielded item shining globalstep
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer < update_interval then
return
end
timer = 0
for _, player in pairs(minetest.get_connected_players()) do
-- predict where the player will be the next time we place the light
-- assume that on average we're slightly past 1/2 of the next interval, hence 1.5
-- (since the scheduling is a bit behind)
-- experimentally this also works nicely
local pos = vector.add (
vector.add({x = 0, y = 1, z = 0}, vector.round(player:get_pos())),
vector.round(vector.multiply(player:get_velocity(), update_interval * 1.5))
)
wielded_light.update_light_by_item(player:get_wielded_item(), pos)
end
end)
-- Dropped item on_step override
-- https://github.com/minetest/minetest/issues/6909
local builtin_item = minetest.registered_entities["__builtin:item"]
local item = {
on_step = function(self, dtime, moveresult)
builtin_item.on_step(self, dtime, moveresult)
self.shining_timer = (self.shining_timer or 0) + dtime
if self.shining_timer >= update_interval then
self.shining_timer = 0
local pos = self.object:get_pos()
if pos then
wielded_light.update_light_by_item(self.itemstring, pos)
end
end
end
}
setmetatable(item, {__index = builtin_item})
minetest.register_entity(":__builtin:item", item)
---TEST
--wielded_light.register_item_light('default:dirt', 14)