4394beec6a
Integrated into the game is most of minetest_game as the stable base
124 lines
3.6 KiB
Lua
124 lines
3.6 KiB
Lua
-- Original code comes from walkin_light mod by Echo
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-- http://minetest.net/forum/viewtopic.php?id=2621
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local flashlight_max_charge = 30000
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local S = technic.getter
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technic.register_power_tool("technic:flashlight", flashlight_max_charge)
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minetest.register_alias("technic:light_off", "air")
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minetest.register_tool("technic:flashlight", {
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description = S("Flashlight"),
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inventory_image = "technic_flashlight.png",
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stack_max = 1,
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wear_represents = "technic_RE_charge",
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on_refill = technic.refill_RE_charge,
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})
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minetest.register_craft({
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output = "technic:flashlight",
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recipe = {
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{"technic:rubber", "default:glass", "technic:rubber"},
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{"technic:stainless_steel_ingot", "technic:battery", "technic:stainless_steel_ingot"},
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{"", "technic:battery", ""}
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}
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})
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local player_positions = {}
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local was_wielding = {}
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local function check_for_flashlight(player)
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if player == nil then
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return false
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end
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local inv = player:get_inventory()
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local hotbar = inv:get_list("main")
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for i = 1, 8 do
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if hotbar[i]:get_name() == "technic:flashlight" then
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local meta = minetest.deserialize(hotbar[i]:get_metadata())
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if meta and meta.charge and meta.charge >= 2 then
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if not technic.creative_mode then
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meta.charge = meta.charge - 2;
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technic.set_RE_wear(hotbar[i], meta.charge, flashlight_max_charge)
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hotbar[i]:set_metadata(minetest.serialize(meta))
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inv:set_stack("main", i, hotbar[i])
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end
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return true
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end
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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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minetest.register_on_joinplayer(function(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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rounded_pos.y = rounded_pos.y + 1
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player_positions[player_name] = rounded_pos
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was_wielding[player_name] = true
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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local pos = player_positions[player_name]
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local nodename = minetest.get_node(pos).name
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if nodename == "technic:light" then
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minetest.remove_node(pos)
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end
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player_positions[player_name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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for i, player in pairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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local flashlight_weared = check_for_flashlight(player)
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local pos = player:get_pos()
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local rounded_pos = vector.round(pos)
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rounded_pos.y = rounded_pos.y + 1
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local old_pos = player_positions[player_name]
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local player_moved = old_pos and not vector.equals(old_pos, rounded_pos)
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if not old_pos then
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old_pos = rounded_pos
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player_moved = true
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end
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-- Remove light, flashlight weared out or was removed from hotbar
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if was_wielding[player_name] and not flashlight_weared then
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was_wielding[player_name] = false
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local node = minetest.get_node_or_nil(old_pos)
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if node and node.name == "technic:light" then
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minetest.remove_node(old_pos)
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end
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elseif (player_moved or not was_wielding[player_name]) and flashlight_weared then
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local node = minetest.get_node_or_nil(rounded_pos)
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if node and node.name == "air" then
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minetest.set_node(rounded_pos, {name="technic:light"})
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end
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node = minetest.get_node_or_nil(old_pos)
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if node and node.name == "technic:light" then
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minetest.remove_node(old_pos)
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end
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player_positions[player_name] = rounded_pos
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was_wielding[player_name] = true
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end
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end
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end)
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minetest.register_node("technic:light", {
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drawtype = "glasslike",
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tiles = {"technic_light.png"},
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paramtype = "light",
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groups = {not_in_creative_inventory = 1},
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drop = "",
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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light_source = minetest.LIGHT_MAX,
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pointable = false,
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})
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