-- minetest/fire/init.lua -- Global namespace for functions fire = {} -- Register flame nodes minetest.register_node("fire:basic_flame", { description = "Basic Flame", drawtype = "firelike", tiles = { { name = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "fire_basic_flame.png", paramtype = "light", light_source = 14, walkable = false, buildable_to = true, sunlight_propagates = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3, hot = 3}, drop = "", on_construct = function(pos) minetest.after(0, fire.on_flame_add_at, pos) end, on_destruct = function(pos) minetest.after(0, fire.on_flame_remove_at, pos) end, on_blast = function() end, -- unaffected by explosions }) minetest.register_node("fire:permanent_flame", { description = "Permanent Flame", drawtype = "firelike", tiles = { { name = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "fire_basic_flame.png", paramtype = "light", light_source = 14, walkable = false, buildable_to = true, sunlight_propagates = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3, hot = 3}, drop = "", on_blast = function() end, }) -- Get sound area of position fire.D = 6 -- size of sound areas function fire.get_area_p0p1(pos) local p0 = { x = math.floor(pos.x / fire.D) * fire.D, y = math.floor(pos.y / fire.D) * fire.D, z = math.floor(pos.z / fire.D) * fire.D, } local p1 = { x = p0.x + fire.D - 1, y = p0.y + fire.D - 1, z = p0.z + fire.D - 1 } return p0, p1 end -- Fire sounds table -- key: position hash of low corner of area -- value: {handle=sound handle, name=sound name} fire.sounds = {} -- Update fire sounds in sound area of position function fire.update_sounds_around(pos) local p0, p1 = fire.get_area_p0p1(pos) local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2} local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"}) --print("number of flames at "..minetest.pos_to_string(p0).."/" -- ..minetest.pos_to_string(p1)..": "..#flames_p) local should_have_sound = (#flames_p > 0) local wanted_sound = nil if #flames_p >= 9 then wanted_sound = {name = "fire_large", gain = 0.7} elseif #flames_p > 0 then wanted_sound = {name = "fire_small", gain = 0.9} end local p0_hash = minetest.hash_node_position(p0) local sound = fire.sounds[p0_hash] if not sound then if should_have_sound then fire.sounds[p0_hash] = { handle = minetest.sound_play(wanted_sound, {pos = cp, max_hear_distance = 16, loop = true}), name = wanted_sound.name, } end else if not wanted_sound then minetest.sound_stop(sound.handle) fire.sounds[p0_hash] = nil elseif sound.name ~= wanted_sound.name then minetest.sound_stop(sound.handle) fire.sounds[p0_hash] = { handle = minetest.sound_play(wanted_sound, {pos = cp, max_hear_distance = 16, loop = true}), name = wanted_sound.name, } end end 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({ label = "extinguish fire", nodenames = {"fire:basic_flame", "fire:permanent_flame"}, neighbors = {"group:puts_out_fire"}, interval = 3, chance = 2, catch_up = false, action = function(p0, node, _, _) minetest.remove_node(p0) minetest.sound_play("fire_extinguish_flame", {pos = p0, max_hear_distance = 16, gain = 0.25}) end, }) -- Enable the following ABMs according to 'disable fire' setting if minetest.setting_getbool("disable_fire") then -- Remove basic flames only minetest.register_abm({ label = "fire", nodenames = {"fire:basic_flame"}, interval = 7, chance = 2, catch_up = false, action = function(p0, node, _, _) minetest.remove_node(p0) end, }) else -- Ignite neighboring nodes, add basic flames minetest.register_abm({ label = "ignite", nodenames = {"group:flammable"}, neighbors = {"group:igniter"}, interval = 7, chance = 16, 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 return end local p = fire.find_pos_for_flame_around(p0) if p then minetest.set_node(p, {name = "fire:basic_flame"}) end end, }) -- Remove basic flames and flammable nodes minetest.register_abm({ label = "flame die", nodenames = {"fire:basic_flame"}, interval = 5, chance = 16, catch_up = false, action = function(p0, node, _, _) -- If there are no flammable nodes around flame, remove flame if not minetest.find_node_near(p0, 1, {"group:flammable"}) then minetest.remove_node(p0) return end if math.random(1, 4) == 1 then -- remove flammable nodes around flame local p = minetest.find_node_near(p0, 1, {"group:flammable"}) if p then minetest.remove_node(p) if adventuretest.is_50 then minetest.check_for_falling(p) else nodeupdate(p) end end end end, }) end -- Rarely ignite things from far --[[ Currently disabled to reduce the chance of uncontrollable spreading fires that disrupt servers. Also for less lua processing load. minetest.register_abm({ nodenames = {"group:igniter"}, neighbors = {"air"}, interval = 5, chance = 10, action = function(p0, node, _, _) local reg = minetest.registered_nodes[node.name] if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then return end local d = reg.groups.igniter local p = minetest.find_node_near(p0, d, {"group:flammable"}) if p then -- If there is water or stuff like that around flame, don't ignite if fire.flame_should_extinguish(p) then return end local p2 = fire.find_pos_for_flame_around(p) if p2 then minetest.set_node(p2, {name = "fire:basic_flame"}) end end end, }) --]]