Integrate unter water shine feature

This commit is contained in:
SmallJoker 2021-07-08 17:43:19 +02:00
commit da6277b3a9
3 changed files with 68 additions and 13 deletions

1
depends.txt Normal file
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@ -0,0 +1 @@
default?

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@ -5,6 +5,9 @@ local shiny_items = {}
--- Shining API ---
wielded_light = {}
wielded_light.lightable_nodes = {}
wielded_light.lighting_nodes = {}
function wielded_light.update_light(pos, light_level)
local around_vector = {
{x=0, y=0, z=0},
@ -12,20 +15,19 @@ function wielded_light.update_light(pos, light_level)
{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 update_node = false
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
if wielded_light.lightable_nodes[name] and (minetest.get_node_light(light_pos) or 0) < light_level then
update_node = wielded_light.lightable_nodes[name][light_level]
break
elseif name:sub(1,13) == "wielded_light" then -- Update existing light node and timer
old_value = tonumber(name:sub(15))
elseif wielded_light.lighting_nodes[name] then -- Update existing light node and timer
local old_value = minetest.registered_nodes[name].light_source
if light_level > old_value then
do_update = true
update_node = wielded_light.lighting_nodes[name][light_level]
else
timer = minetest.get_node_timer(light_pos)
local elapsed = timer:get_elapsed()
@ -34,17 +36,15 @@ function wielded_light.update_light(pos, light_level)
-- 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
update_node = wielded_light.lighting_nodes[name][light_level]
end
end
break
end
end
if do_update then
if update_node 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
minetest.swap_node(light_pos, {name = update_node})
timer:start(update_interval*3)
end
end
@ -56,6 +56,13 @@ function wielded_light.update_light_by_item(item, pos)
if not light_level and not itemdef then
return
end
if itemdef and itemdef.floodable then
local node = minetest.get_node(pos)
local nodedef = minetest.registered_nodes[node.name]
if nodedef and nodedef.liquidtype ~= "none" then
return
end
end
light_level = light_level or ((itemdef.light_source or 0) - level_delta)
@ -68,10 +75,23 @@ function wielded_light.register_item_light(itemname, light_level)
shiny_items[itemname] = light_level
end
local water_name = "default:water_source"
if minetest.get_modpath("hades_core") then
water_name = "hades_core:water_source"
end
local water_def = minetest.registered_nodes[water_name]
-- Register helper nodes
wielded_light.lightable_nodes["air"] = {}
if water_def then
wielded_light.lightable_nodes[water_name] = {}
end
for i=1, 14 do
minetest.register_node("wielded_light:"..i, {
-- 14 air nodes
local node_name = "wielded_light:"..i
wielded_light.lightable_nodes["air"][i] = node_name
wielded_light.lighting_nodes[node_name] = wielded_light.lightable_nodes["air"]
minetest.register_node(node_name, {
drawtype = "airlike",
groups = {not_in_creative_inventory = 1},
walkable = false,
@ -85,6 +105,39 @@ for i=1, 14 do
minetest.swap_node(pos, {name = "air"})
end,
})
--14 water nodes (only if default mod present)
if water_def then
local node_name = "wielded_light:water_"..i
wielded_light.lightable_nodes[water_name][i] = node_name
wielded_light.lighting_nodes[node_name] = wielded_light.lightable_nodes[water_name]
minetest.register_node(node_name, {
drawtype = "liquid",
tiles = water_def.tiles,
special_tiles = water_def.special_tiles,
alpha = water_def.alpha,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "wielded_light:water_"..i,
liquid_alternative_source = "wielded_light:water_"..i,
liquid_viscosity = 1,
liquid_range = 0,
post_effect_color = water_def.post_effect_color,
groups = {not_in_creative_inventory = 1},
sounds = water_def.sounds,
light_source = i,
on_timer = function(pos, elapsed)
minetest.swap_node(pos, {name = water_name})
end,
})
end
end
-- Wielded item shining globalstep

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@ -1 +1,2 @@
name = wielded_light
optional_depends = default, hades_core