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-- idea: cant stay away from your active fire too long or die, fuel cost increases with distance from spawn
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local campfire = {};
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campfire.radius = 10;
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campfire.timestep = 5;
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campfire.damage = 5;
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campfire.timeout = 10; -- how long can you stay outside fire area before you start loosing hp
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campfire.cost = 2/100; -- cost of making new fire active, per 1 block distance from spawn
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campfire.count = {}; -- how many fires have you placed already
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campfire.fire_pos = {};
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campfire.fire_timer = {};
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local spawn_pos = (minetest.setting_get_pos("static_spawnpoint") or {x = 0, y = 2, z = 0})
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local time = 0;
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minetest.register_node("campfire:fire_active", {
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description = "camp fire",
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drawtype = "plantlike",
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--drawtype = "nodebox",
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tiles = {"campfire.png"},
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sounds = default.node_sound_stone_defaults(),
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groups = {cracky = 3},
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is_ground_content = false,
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paramtype = "light",
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light_source = 10,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5 ,-0.5, -0.5, 0.5, 0.5, 0.5},
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}
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},
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos);
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if meta:get_string("owner")~="ADMIN" then
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minetest.set_node(pos,{name = "air"});
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end
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return false
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end,
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after_place_node = function(pos, placer)
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minetest.set_node(pos,{name = "air"});
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end
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});
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minetest.register_node("campfire:fire", {
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description = "camp fire",
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drawtype = "plantlike",
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--drawtype = "nodebox",
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tiles = {"campfire_off.png"},
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sounds = default.node_sound_stone_defaults(),
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groups = {cracky = 3},
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is_ground_content = false,
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paramtype = "light",
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light_source = 0,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5 ,-0.5, -0.5, 0.5, 0.5, 0.5},
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}
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},
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after_place_node = function(pos, placer)
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local name = placer:get_player_name(); if not name then return end
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if not campfire.fire_pos[name] then campfire.fire_pos[name] = {} end
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local meta = minetest.get_meta(pos);
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meta:set_int("active",0); meta:set_string("owner",name);
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local cost = 0;
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local count = campfire.count[name] or 0;
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-- check if fire can be activated (is it close enough to previous fire)
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local p = minetest.find_node_near(pos, campfire.radius, "campfire:fire_active");
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local fire = false;
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if p then
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local pmeta = minetest.get_meta(p); local owner = pmeta:get_string("owner");
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fire = true;
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--count = math.max(pmeta:get_int("count"), count);
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meta:set_int("ignitable",1); -- new fire can be ignited with fuel
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--meta:set_int("count",count);
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--campfire.count[name] = count;
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cost = math.sqrt(math.pow(spawn_pos.x-pos.x,2)+math.pow(spawn_pos.y-pos.y,2)+math.pow(spawn_pos.z-pos.z,2));
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cost = campfire.cost*cost; cost = math.ceil(cost); -- cost depends on distance from spawn?
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meta:set_int("cost",cost);
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meta:set_string("infotext","inactive campfire ( owned by ".. name .."), please punch it to place some fuel in ( needs " .. cost ..")");
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end
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if not fire then
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meta:set_string("infotext","inactive campfire ( owned by ".. name .."), place it closer (".. campfire.radius .. " blocks ) to existing active campfire owned by you or ADMIN. ");
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end
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end,
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on_punch = function(pos, node, puncher, pointed_thing)
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local name = puncher:get_player_name(); if not name then return end
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local meta = minetest.get_meta(pos);
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local cost = meta:get_int("cost");
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if meta:get_int("ignitable")~=1 and not minetest.check_player_privs(name, {privs = true}) then return end
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local inv = puncher:get_inventory();
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if not inv:contains_item("main", ItemStack("default:tree "..cost)) then
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minetest.chat_send_player(name,"campfire: you need at least " .. cost .. " tree to make campfire active. ");
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return
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end
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inv:remove_item("main", ItemStack("default:tree "..cost));
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minetest.set_node(pos,{name = "campfire:fire_active"});
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meta = minetest.get_meta(pos);
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if minetest.check_player_privs(name, {privs = true}) then
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meta:set_string("owner","ADMIN")
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else
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meta:set_string("owner",name)
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end
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meta:set_string("infotext","active fire ( owned by ".. meta:get_string("owner") ..")");
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end,
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can_dig = function(pos, player)
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local candig = true
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--minetest.check_player_privs(player:get_player_name(), {privs = true}) or (player:get_player_name()==meta:get_string("owner"));
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minetest.set_node(pos,{name = "air"});
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return true
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end
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});
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minetest.register_craft({
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output = "campfire:fire",
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recipe = {
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{"default:cobble","","default:cobble"}
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}
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})
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minetest.register_on_dieplayer(function(player)
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local name = player:get_player_name() or "";
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campfire.fire_timer[name] = minetest.get_gametime()+60;
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local pos = player:getpos();
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campfire.fire_pos[name] = pos;
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minetest.chat_send_player(name,"You have one minute to get near active campfire owned by you or ADMIN or return to your bones ( " .. pos.x .. " " .. pos.y .. " " .. pos.z .. " ).")
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end
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)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name() or "";
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if not campfire.fire_pos[name] then campfire.fire_pos[name] = player:getpos(); end
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if not campfire.fire_timer[name] then
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campfire.fire_timer[name] = minetest.get_gametime()+60;
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minetest.chat_send_player(name,"You have one minute to get near active campfire owned by you or ADMIN.")
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end
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if not campfire.count[name] then campfire.count[name] = 0 end
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end
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)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time < campfire.timestep then return end
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time = 0;
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local t1,t2,player;
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t2 = minetest.get_gametime();
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for _,player in ipairs(minetest.get_connected_players()) do
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local p = player:getpos()
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local name = player:get_player_name();
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t1 = campfire.fire_timer[name];
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t1 = t2 - t1;
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if t1>campfire.timeout then -- check if player near campfire or safe point ( fire owned by ADMIN)
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local fire = false;
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local pf = campfire.fire_pos[name];
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-- wandered away from previous campfire, look for new campfire
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local dist = math.max(math.abs(pf.x-p.x),math.abs(pf.y-p.y),math.abs(pf.z-p.z))
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if dist>campfire.radius then
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--campfire.radius = 10;
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local pos = minetest.find_node_near(p, campfire.radius, "campfire:fire_active");
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if pos then
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local meta = minetest.get_meta(pos); local owner = meta:get_string("owner");
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if owner == name or owner == "ADMIN" then
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fire = true
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campfire.fire_pos[name] = pos; -- set newly found campfire as new campfire position
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end
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end
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else
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fire = true
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end
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if not fire then
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if player:get_hp()>0 then
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minetest.chat_send_player(name,"You need to get close (" .. campfire.radius .." blocks) to active campfire you own to stop taking damage ");
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player:set_hp(player:get_hp() - campfire.damage)
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end
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else
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campfire.fire_timer[name] = t2;
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end
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end
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end
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end
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)
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