Switch to cone of light.

master
David G 2020-03-12 20:38:05 -07:00
parent be748e1c97
commit e5e1b6ab9e
3 changed files with 41 additions and 50 deletions

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@ -1,8 +1,8 @@
Wand of Illumination [wand\_of\_illumination]
===========================================
Provides a wand that when used, lights up an entire room—but only for a moment.
Provides a wand that when used, lights up what's in front—but only for a moment.
Alternatively, provides a 1900-era flash-lamp, and a futuristic super-lamp for those without a sense of magic.
Alternatively, provides a 1900-era flash\_lamp and a futuristic super\_lamp, for those without a sense of magic.
![Wand of Illumination Screenshot](compare.gif "Torch vs Normal vs Extended Range")
@ -12,9 +12,10 @@ Alternatively, provides a 1900-era flash-lamp, and a futuristic super-lamp for t
Features
--------
- **New:** Choice of original magic wand, 1900-era flash-lamp, or mese-powered super-lamp.
- On **left** click, places a sphere of invisible lights around the player.
- On shift-**left**-click (or aux-**left**-click), creates an extended sphere of lights.
- **New:** Now just lights up 120° in direction player is pointed.
- **New:** Choice of original magic wand, 1900-era flash\_lamp, or mese-powered super\_lamp.
- On **left** click, places a cone of invisible lights in front of the player.
- On shift-**left**-click (or aux-**left**-click), creates an extended cone of lights.
- Doesn't place lights where already brightly lit.
- Uses node_timers to cause these light nodes to gradually fade away.
- Wear added, so all lamps will only work for a limited number of uses.
@ -23,7 +24,6 @@ Features
*(Note that narrow passages, like dungeon corridors, may not light up, if they don't fall on the 4x light spacing grid.)*
WIP—Things that still need to be done.
----------------------------------
@ -36,6 +36,9 @@ WIP—Things that still need to be done.
Note about number of lights used
--------------------------------
**Note:** *These numbers were for a full sphere. For r=40 and a 120° cone of light, only 67000 nodes are scanned, and 1044 lights are placed.*
To allow this mod to light up all the narrow twisty tunnels underground, the spacing of the lights placed needs to be as small as possible. However, I also want to minimize how many lights this mod places. With testing, a spacing of four seemed to give light coverage in most tunnels, with just a few that were too narrow to have any lights.
However, with the fixed spacing I'm using, this still adds up to a large number of lights. I did some tests in the sky, which gives the worst case numbers:
@ -54,9 +57,9 @@ Here's a screenshot with r=15 and r=50 (using meselamps to make the lights visib
Dependencies
------------
- Craft recipes need default and tnt mods.
- Optionally depends on Wuzzy's mana mod.
-
- Optionally depends on default and tnt mods to enable craft recipes.
Craft Recipes
-------------

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@ -1,17 +1,17 @@
-- Wand of Illumination [wand_of_illumination]
-- by David G (kestral246@gmail.com)
-- 2020-02-14
-- 2020-03-12
-- Provides a wand that when used lights up an entire room, but only for a moment.
-- Also provides a flash-lamp and a super-lamp for those without magic.
-- Lights up what's in front, but only for a moment.
-- Provides a wand, flash_lamp, and super_lamp.
-- How bright to make lights
-- How bright and wide to make lights.
-- For reference, the default:torch has a brightness of 12.
local brightness_value = 11
local darken_torches = false
local light_cone = math.pi/3 -- corresponds to 120°
-- Maximum number of nodes to check ((4/3)*pi*r^3).
local maxcount = 180000 -- corresponds to r_max = 35
-- Maximum number of nodes to check (use debug to determine).
local maxcount = 100000
-- The wear, mana, and radius can now be set independently for each lamp tool.
-- For extended range, all of these values are doubled.
@ -32,19 +32,6 @@ if minetest.get_modpath("mana") ~= nil then
using_mana_mod = true
end
-- Optionally darken default torches, to make lamps more valuable.
if darken_torches then
minetest.override_item("default:torch", {
light_source = 8
})
minetest.override_item("default:torch_wall", {
light_source = 8
})
minetest.override_item("default:torch_ceiling", {
light_source = 8
})
end
local scanned = {} -- Set containing scanned nodes, so they don't get scanned multiple times.
local tocheck = {} -- Table of nodes to check.
local tolight = {} -- Table of nodes that need to be converted to fill lights.
@ -115,14 +102,12 @@ local tlength = function(T)
return count
end
local square = function(x)
return x * x
end
-- Scan neighboring nodes, flag for checking if air.
local scan_node = function(pname, pos, origin, maxdist2)
-- Add y to test, so make search pattern a sphere.
if square(pos.x - origin.x) + square(pos.y - origin.y) + square(pos.z - origin.z) <= maxdist2 then
local scan_node = function(pname, pos, origin, vdir, maxdist)
-- Update to send out a cone of light in direction pointed.
-- Need small sphere to get cone of light out.
local radius = vector.distance(origin, pos)
if radius <= 2 or (radius <= maxdist and vector.angle(vdir, vector.direction(origin, pos)) < light_cone) then
local enc_pos = minetest.hash_node_position(pos)
if scanned[pname][enc_pos] ~= true then -- hasn't been scanned
local name = minetest.get_node(pos).name
@ -135,15 +120,15 @@ local scan_node = function(pname, pos, origin, maxdist2)
end
-- To check, scan all neighbors and determine if this node needs to be converted to light.
local check_node = function(pname, pos, origin, maxdist2)
local check_node = function(pname, pos, origin, vdir, maxdist)
local enc_pos = minetest.hash_node_position(pos)
local name = minetest.get_node(pos).name
scan_node(pname, vector.add(pos, {x=0,y=0,z=1}), origin, maxdist2) -- north
scan_node(pname, vector.add(pos, {x=1,y=0,z=0}), origin, maxdist2) -- east
scan_node(pname, vector.add(pos, {x=0,y=0,z=-1}), origin, maxdist2) -- south
scan_node(pname, vector.add(pos, {x=-1,y=0,z=0}), origin, maxdist2) -- west
scan_node(pname, vector.add(pos, {x=0,y=-1,z=0}), origin, maxdist2) -- down
scan_node(pname, vector.add(pos, {x=0,y=1,z=0}), origin, maxdist2) -- up
scan_node(pname, vector.add(pos, {x=0,y=0,z=1}), origin, vdir, maxdist) -- north
scan_node(pname, vector.add(pos, {x=1,y=0,z=0}), origin, vdir, maxdist) -- east
scan_node(pname, vector.add(pos, {x=0,y=0,z=-1}), origin, vdir, maxdist) -- south
scan_node(pname, vector.add(pos, {x=-1,y=0,z=0}), origin, vdir, maxdist) -- west
scan_node(pname, vector.add(pos, {x=0,y=-1,z=0}), origin, vdir, maxdist) -- down
scan_node(pname, vector.add(pos, {x=0,y=1,z=0}), origin, vdir, maxdist) -- up
if name == "air" and ((pos.x%4 == 0 and pos.y%8 == 0 and pos.z%4 == 0) or
(pos.x%4 == 2 and pos.y%8 == 4 and pos.z%4 == 2))
and minetest.get_node_light(pos) < brightness_value then
@ -154,12 +139,16 @@ end
local use_wand = function(player, itemstack, radius, wear, mana)
local pname = player:get_player_name()
local pos = vector.add(vector.round(player:get_pos()), {x=0,y=1,z=0}) -- position of wand
local theta = math.fmod(player:get_look_horizontal() + math.pi/2, 2*math.pi)
local phi = player:get_look_vertical() + math.pi/2
local vdir = vector.normalize({x=math.sin(phi)*math.cos(theta), y=math.cos(phi), z=math.sin(phi)*math.sin(theta)})
-- For debug only.
--minetest.chat_send_player(pname, "theta = "..tostring(theta)..", phi = "..tostring(phi)..", vdir = "..tostring(minetest.serialize(vdir)))
local key_stats = player:get_player_control()
local radius2 = radius * radius -- normal
local wear_cost = wear
local mana_cost = mana
if key_stats.sneak or key_stats.aux1 then -- extended
radius2 = 3 * radius2 -- now trying 1.732x
radius = 2 * radius
wear_cost = 2 * wear_cost
mana_cost = 2 * mana_cost
end
@ -172,11 +161,10 @@ local use_wand = function(player, itemstack, radius, wear, mana)
table.insert(tocheck[pname], minetest.hash_node_position(pos))
local count = 1
while count <= table.getn(tocheck[pname]) and count <= maxcount do
check_node(pname, minetest.get_position_from_hash(tocheck[pname][count]), pos, radius2)
check_node(pname, minetest.get_position_from_hash(tocheck[pname][count]), pos, vdir, radius)
count = count + 1
end
count = count - 1
local toadd = tlength(tolight[pname])
if debug then -- print statistics
minetest.debug("wand_of_illumination: y = "..tostring(pos.y)..", scan = "..
tostring(tlength(scanned[pname]))..", check = "..tostring(count)..", lights = "..
@ -206,7 +194,7 @@ minetest.register_tool("wand_of_illumination:wand", {
inventory_image = "wand_of_illumination.png",
stack_max = 1,
on_use = function(itemstack, player, pointed_thing)
local radius = 15 -- or 26
local radius = 15 -- or 30
local wear = math.floor(65535/25)
local mana = 100
local worn_item = use_wand(player, itemstack, radius, wear, mana)
@ -219,7 +207,7 @@ minetest.register_tool("wand_of_illumination:flash_lamp", {
inventory_image = "flash_lamp.png",
stack_max = 1,
on_use = function(itemstack, player, pointed_thing)
local radius = 10 -- or 17.3
local radius = 10 -- or 20
local wear = math.floor(65535/15)
local mana = 0
local worn_item = use_wand(player, itemstack, radius, wear, mana)
@ -232,7 +220,7 @@ minetest.register_tool("wand_of_illumination:super_lamp", {
inventory_image = "super_lamp.png",
stack_max = 1,
on_use = function(itemstack, player, pointed_thing)
local radius = 20 -- or 34.6
local radius = 20 -- or 40
local wear = math.floor(65535/40)
local mana = 0
local worn_item = use_wand(player, itemstack, radius, wear, mana)

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@ -1,3 +1,3 @@
name = wand_of_illumination
description = Light up an entire room, but only for a moment.
description = Lights up what's in front, but only for a moment.
optional_depends = mana, default, tnt