Under water shine improvements (#10)
Fixed light flicking. Make it a little more extensability. Make floodable items not emitting light underwater. Add Hades Revisited support for underwater light.master
parent
9efe4a90f7
commit
1c3cf421ff
74
init.lua
74
init.lua
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@ -5,6 +5,9 @@ local shiny_items = {}
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--- Shining API ---
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wielded_light = {}
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wielded_light.lightable_nodes = {}
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wielded_light.lighting_nodes = {}
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function wielded_light.update_light(pos, light_level)
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local around_vector = {
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{x=0, y=0, z=0},
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@ -18,16 +21,13 @@ function wielded_light.update_light(pos, light_level)
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for _, around in ipairs(around_vector) do
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light_pos = vector.add(pos, around)
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local name = minetest.get_node(light_pos).name
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if name == "air" and (minetest.get_node_light(light_pos) or 0) < light_level then
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update_node = "wielded_light:"..light_level
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if wielded_light.lightable_nodes[name] and (minetest.get_node_light(light_pos) or 0) < light_level then
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update_node = wielded_light.lightable_nodes[name][light_level]
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break
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elseif name == "default:water_source" and (minetest.get_node_light(light_pos) or 0) < light_level then
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update_node = "wielded_light:water_"..light_level
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break
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elseif name:sub(1,20) == "wielded_light:water_" then
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local old_value = tonumber(name:sub(21))
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elseif wielded_light.lighting_nodes[name] then -- Update existing light node and timer
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local old_value = minetest.registered_nodes[name].light_source
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if light_level > old_value then
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update_node = "wielded_light:water_"..light_level
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update_node = wielded_light.lighting_nodes[name][light_level]
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else
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timer = minetest.get_node_timer(light_pos)
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local elapsed = timer:get_elapsed()
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@ -36,23 +36,7 @@ function wielded_light.update_light(pos, light_level)
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-- This node was not updated the last interval and may
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-- is disabled before the next step
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-- Therefore the light should be re-set to avoid flicker
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update_node = "wielded_light:water_"..light_level
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end
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end
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break
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elseif name:sub(1,13) == "wielded_light" then -- Update existing light node and timer
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local old_value = tonumber(name:sub(15))
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if light_level > old_value then
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update_node = "wielded_light:"..light_level
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else
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timer = minetest.get_node_timer(light_pos)
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local elapsed = timer:get_elapsed()
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if elapsed > (update_interval * 1.5) then
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-- The timer is set to 3x update_interval
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-- This node was not updated the last interval and may
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-- is disabled before the next step
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-- Therefore the light should be re-set to avoid flicker
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update_node = "wielded_light:"..light_level
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update_node = wielded_light.lighting_nodes[name][light_level]
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end
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end
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break
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@ -72,6 +56,13 @@ function wielded_light.update_light_by_item(item, pos)
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if not light_level and not itemdef then
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return
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end
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if itemdef and itemdef.floodable then
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local node = minetest.get_node(pos)
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local nodedef = minetest.registered_nodes[node.name]
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if nodedef and nodedef.liquidtype ~= "none" then
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return
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end
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end
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light_level = light_level or ((itemdef.light_source or 0) - level_delta)
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@ -84,12 +75,23 @@ function wielded_light.register_item_light(itemname, light_level)
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shiny_items[itemname] = light_level
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end
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local water_def = minetest.registered_nodes["default:water_source"]
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local water_name = "default:water_source"
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if minetest.get_modpath("hades_core") then
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water_name = "hades_core:water_source"
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end
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local water_def = minetest.registered_nodes[water_name]
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-- Register helper nodes
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wielded_light.lightable_nodes["air"] = {}
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if water_def then
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wielded_light.lightable_nodes[water_name] = {}
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end
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for i=1, 14 do
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-- 14 air nodes
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minetest.register_node("wielded_light:"..i, {
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local node_name = "wielded_light:"..i
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wielded_light.lightable_nodes["air"][i] = node_name
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wielded_light.lighting_nodes[node_name] = wielded_light.lightable_nodes["air"]
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minetest.register_node(node_name, {
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drawtype = "airlike",
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groups = {not_in_creative_inventory = 1},
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walkable = false,
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@ -106,7 +108,10 @@ for i=1, 14 do
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--14 water nodes (only if default mod present)
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if water_def then
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minetest.register_node("wielded_light:water_"..i, {
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local node_name = "wielded_light:water_"..i
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wielded_light.lightable_nodes[water_name][i] = node_name
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wielded_light.lighting_nodes[node_name] = wielded_light.lightable_nodes[water_name]
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minetest.register_node(node_name, {
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drawtype = "liquid",
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tiles = water_def.tiles,
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special_tiles = water_def.special_tiles,
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@ -120,15 +125,16 @@ for i=1, 14 do
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drop = "",
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drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "default:water_flowing",
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liquid_alternative_source = "default:water_source",
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liquid_alternative_flowing = "wielded_light:water_"..i,
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liquid_alternative_source = "wielded_light:water_"..i,
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liquid_viscosity = 1,
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liquid_range = 0,
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post_effect_color = water_def.post_effect_color,
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groups = {not_in_creative_inventory = 1},
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sounds = default.node_sound_water_defaults(),
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sounds = water_def.sounds,
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light_source = i,
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on_timer = function(pos, elapsed)
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minetest.swap_node(pos, {name = "default:water_source"})
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minetest.swap_node(pos, {name = water_name})
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end,
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})
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end
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@ -162,8 +168,8 @@ end)
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-- https://github.com/minetest/minetest/issues/6909
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local builtin_item = minetest.registered_entities["__builtin:item"]
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local item = {
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on_step = function(self, dtime)
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builtin_item.on_step(self, dtime)
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on_step = function(self, dtime, ...)
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builtin_item.on_step(self, dtime, ...)
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self.shining_timer = (self.shining_timer or 0) + dtime
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if self.shining_timer >= update_interval then
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