wielded_light/init.lua

599 lines
18 KiB
Lua

local mod_name = minetest.get_current_modname()
-- Node replacements that emit light
-- Sets of lighting_node={ node=original_node, level=light_level }
local lighting_nodes = {}
-- The nodes that can be replaced with lighting nodes
-- Sets of original_node={ [1]=lighting_node_1, [2]=lighting_node_2, ... }
local lightable_nodes = {}
-- Prefixes used for each node so we can avoid overlap
-- Pairs of prefix=original_node
local lighting_prefixes = {}
-- node_name=true pairs of lightable nodes that are liquids and can flood some light sources
local lightable_liquids = {}
-- How often will the positions of lights be recalculated
local update_interval = 0.2
-- How long until a previously lit node should be updated - reduces flicker
local removal_delay = update_interval * 0.5
-- How often will a node attempt to check itself for deletion
local cleanup_interval = update_interval * 3
-- How far in the future will the position be projected based on the velocity
local velocity_projection = update_interval * 1
-- How many light levels should an item held in the hand be reduced by, compared to the placed node
-- does not apply to manually registered light levels
local level_delta = 2
-- item=light_level pairs of registered wielded lights
local shiny_items = {}
-- List of custom callbacks for each update step
local update_callbacks = {}
local update_player_callbacks = {}
-- position={id=light_level} sets of known about light sources and their levels by position
local active_lights = {}
--[[ Sets of entities being tracked, in the form:
entity_id = {
obj = entity,
items = {
category_id..entity_id = {
level = light_level,
item? = item_name
}
},
update = true | false,
pos? = position_vector,
offset? = offset_vector,
}
]]
local tracked_entities = {}
-- position=true pairs of positions that need to be recaculated this update step
local light_recalcs = {}
--[[
Using 2-digit hex codes for categories
Starts at 00, ends at FF
This makes it easier extract `uid` from `cat_id..uid` by slicing off 2 characters
The category ID must be of a fixed length (2 characters)
]]
local cat_id = 0
local cat_codes = {}
local function get_light_category_id(cat)
-- If the category id does not already exist generate a new one
if not cat_codes[cat] then
if cat_id >= 256 then
error("Wielded item category limit exceeded, maximum 256 wield categories")
end
local code = string.format("%02x", cat_id)
cat_id = cat_id+1
cat_codes[cat] = code
end
-- If the category id does exist, return it
return cat_codes[cat]
end
-- Log an error coming from this mod
local function error_log(message, ...)
minetest.log("error", "[Wielded Light] " .. (message:format(...)))
end
-- Is a node lightable and a liquid capable of flooding some light sources
local function is_lightable_liquid(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
return lightable_liquids[node.name]
end
-- Check if an entity instance still exists in the world
local function is_entity_valid(entity)
return entity and (entity.obj:is_player() or entity.obj:get_entity_name() or false)
end
-- Get the projected position of an entity based on its velocity, rounded to the nearest block
local function entity_pos(obj, offset)
local velocity
if (minetest.features.direct_velocity_on_players or not obj:is_player()) and obj.get_velocity then
velocity = obj:get_velocity()
else
velocity = obj:get_player_velocity()
end
return wielded_light.get_light_position(
vector.round(
vector.add(
vector.add(
offset or { x=0, y=0, z=0 },
obj:get_pos()
),
vector.multiply(
velocity or { x=0, y=0, z=0 },
velocity_projection
)
)
)
)
end
-- Add light to active light list and mark position for update
local function add_light(pos, id, light_level)
if not active_lights[pos] then
active_lights[pos] = {}
end
if active_lights[pos][id] ~= light_level then
-- minetest.log("error", "add "..id.." "..pos.." "..tostring(light_level))
active_lights[pos][id] = light_level
light_recalcs[pos] = true
end
end
-- Remove light from active light list and mark position for update
local function remove_light(pos, id)
if not active_lights[pos] then return end
-- minetest.log("error", "rem "..id.." "..pos)
active_lights[pos][id] = nil
minetest.after(removal_delay, function ()
light_recalcs[pos] = true
end)
end
-- Track an entity's position and update its light, will be called on every update step
local function update_entity(entity)
local pos = entity_pos(entity.obj, entity.offset)
local pos_str = pos and minetest.pos_to_string(pos)
-- If the position has changed, remove the old light and mark the entity for update
if entity.pos and pos_str ~= entity.pos then
entity.update = true
for id,_ in pairs(entity.items) do
remove_light(entity.pos, id)
end
end
-- Update the recorded position
entity.pos = pos_str
-- If the position is still loaded, pump the timer up so it doesn't get removed
if pos then
-- If the entity is marked for an update, add the light in the position if it emits light
if entity.update then
for id, item in pairs(entity.items) do
if item.level > 0 and not (item.floodable and is_lightable_liquid(pos)) then
add_light(pos_str, id, item.level)
else
remove_light(pos_str, id)
end
end
end
minetest.get_node_timer(pos):start(cleanup_interval)
end
entity.update = false
end
-- Replace a lighting node with its original counterpart
local function reset_lighting_node(pos)
local existing_node = minetest.get_node(pos)
local lighting_node = wielded_light.get_lighting_node(existing_node.name)
if not lighting_node then
return
end
minetest.swap_node(pos, { name = lighting_node.node })
end
-- Will be run once the node timer expires
local function cleanup_timer_callback(pos, elapsed)
local pos_str = minetest.pos_to_string(pos)
local lights = active_lights[pos_str]
-- If no active lights for this position, remove itself
if not lights then
reset_lighting_node(pos)
else
-- Clean up any tracked entities for this position that no longer exist
for id,_ in pairs(lights) do
local uid = string.sub(id,3)
local entity = tracked_entities[uid]
if not is_entity_valid(entity) then
remove_light(pos_str, id)
end
end
minetest.get_node_timer(pos):start(cleanup_interval)
end
end
-- Recalculate the total light level for a given position and update the light level there
local function recalc_light(pos)
-- If not in active lights list we can't do anything
if not active_lights[pos] then return end
-- Calculate the light level of the node
local any_light = false
local max_light = 0
for id, light_level in pairs(active_lights[pos]) do
any_light = true
if light_level > max_light then
max_light = light_level
end
end
-- Convert the position back to a vector
local pos_vec = minetest.string_to_pos(pos)
-- If no items in this position, delete it from the list and remove any light node
if not any_light then
active_lights[pos] = nil
reset_lighting_node(pos_vec)
return
end
-- If no light in this position remove any light node
if max_light == 0 then
reset_lighting_node(pos_vec)
return
end
-- Limit the light level
max_light = math.min(max_light, minetest.LIGHT_MAX)
-- Get the current light level in this position
local name = minetest.get_node(pos_vec).name
local old_value = wielded_light.level_of_lighting_node(name) or 0
-- If the light level has changed, set the coresponding light node and initiate the cleanup timer
if old_value ~= max_light then
local node_name
if lightable_nodes[name] then
node_name = name
elseif lighting_nodes[name] then
node_name = lighting_nodes[name].node
end
if node_name then
minetest.swap_node(pos_vec, {
name = lightable_nodes[node_name][max_light]
})
minetest.get_node_timer(pos_vec):start(cleanup_interval)
else
active_lights[pos] = nil
end
end
end
local timer = 0
-- Will be run on every global step
local function global_timer_callback(dtime)
-- Only run once per update interval, global step will be called much more often than that
timer = timer + dtime;
if timer < update_interval then
return
end
timer = 0
-- Run all custom player callbacks for each player
local connected_players = minetest.get_connected_players()
for _,callback in pairs(update_player_callbacks) do
for _, player in pairs(connected_players) do
callback(player)
end
end
-- Run all custom callbacks
for _,callback in pairs(update_callbacks) do
callback()
end
-- Look at each tracked entity and update its position
for uid, entity in pairs(tracked_entities) do
if is_entity_valid(entity) then
update_entity(entity)
else
-- If the entity no longer exists, stop tracking it
tracked_entities[uid] = nil
end
end
-- Recalculate light levels
for pos,_ in pairs(light_recalcs) do
recalc_light(pos)
end
light_recalcs = {}
end
--- Shining API ---
wielded_light = {}
-- Registers a callback to be called every time the update interval is passed
function wielded_light.register_lightstep(callback)
table.insert(update_callbacks, callback)
end
-- Registers a callback to be called for each player every time the update interval is passed
function wielded_light.register_player_lightstep(callback)
table.insert(update_player_callbacks, callback)
end
-- Returns the node name for a given light level
function wielded_light.lighting_node_of_level(light_level, prefix)
return mod_name..":"..(prefix or "")..light_level
end
-- Gets the light level for a given node name, inverse of lighting_node_of_level
function wielded_light.level_of_lighting_node(node_name)
local lighting_node = wielded_light.get_lighting_node(node_name)
if lighting_node then
return lighting_node.level
end
end
-- Check if a node name is one of the wielded light nodes
function wielded_light.get_lighting_node(node_name)
return lighting_nodes[node_name]
end
-- Register any node as lightable, register all light level variations for it
function wielded_light.register_lightable_node(node_name, property_overrides, custom_prefix)
-- Node name must be string
if type(node_name) ~= "string" then
error_log("You must provide a node name to be registered as lightable, '%s' given.", type(node_name))
return
end
-- Node must already be registered
local original_definition = minetest.registered_nodes[node_name]
if not original_definition then
error_log("The node '%s' cannot be registered as lightable because it does not exist.", node_name)
return
end
-- Decide the prefix for the lighting node
local prefix = custom_prefix or node_name:gsub(":", "_", 1, true) .. "_"
if lighting_prefixes[prefix] then
error_log("The lighting prefix '%s' cannot be used for '%s' as it is already used for '%s'.", prefix, node_name, lighting_prefixes[prefix])
return
end
lighting_prefixes[prefix] = node_name
-- Default for property overrides
if not property_overrides then property_overrides = {} end
-- Copy the node definition and provide required settings for a lighting node
local new_definition = table.copy(original_definition)
new_definition.on_timer = cleanup_timer_callback
new_definition.paramtype = "light"
new_definition.mod_origin = mod_name
new_definition.groups = new_definition.groups or {}
new_definition.groups.not_in_creative_inventory = 1
-- Allow any properties to be overridden on registration
for prop, val in pairs(property_overrides) do
new_definition[prop] = val
end
-- If it's a liquid, we need to stop it flowing
if new_definition.groups.liquid then
new_definition.liquid_range = 0
lightable_liquids[node_name] = true
end
-- Register the lighting nodes
lightable_nodes[node_name] = {}
for i=1, minetest.LIGHT_MAX do
local lighting_node_name = wielded_light.lighting_node_of_level(i, prefix)
-- Index for quick finding later
lightable_nodes[node_name][i] = lighting_node_name
lighting_nodes[lighting_node_name] = {
node = node_name,
level = i
}
-- Copy the base definition and apply the light level
local level_definition = table.copy(new_definition)
level_definition.light_source = i
-- If it's a liquid, we need to stop it replacing itself with the original
if level_definition.groups.liquid then
level_definition.liquid_alternative_source = lighting_node_name
level_definition.liquid_alternative_flowing = lighting_node_name
end
minetest.register_node(":"..lighting_node_name, level_definition)
end
end
-- Check if node can have a wielded light node placed in it
function wielded_light.is_lightable_node(node_pos)
local name = minetest.get_node(node_pos).name
if lightable_nodes[name] then
return true
elseif wielded_light.get_lighting_node(name) then
return true
end
return false
end
-- Gets the closest position to pos that's a lightable node
function wielded_light.get_light_position(pos)
local around_vector = {
{x=0, y=0, z=0},
{x=0, y=1, z=0}, {x=0, y=-1, z=0},
{x=1, y=0, z=0}, {x=-1, y=0, z=0},
{x=0, y=0, z=1}, {x=0, y=0, z=1},
}
for _, around in ipairs(around_vector) do
local light_pos = vector.add(pos, around)
if wielded_light.is_lightable_node(light_pos) then
return light_pos
end
end
end
-- Gets the emitted light level of a given item name
function wielded_light.get_light_def(item_name)
-- Invalid item? No light
if not item_name or item_name == "" then
return 0, false
end
-- If the item is cached return the cached level
local cached_definition = shiny_items[item_name]
if cached_definition then
return cached_definition.level, cached_definition.floodable
end
-- Get the item definition
local stack = ItemStack(item_name)
local itemdef = stack:get_definition()
-- If invalid, no light
if not itemdef then
return 0, false
end
-- Get the light level of an item from its definition
-- Reduce the light level by level_delta - original functionality
-- Limit between 0 and the max light level
return math.min(math.max((itemdef.light_source or 0) - level_delta, 0), minetest.LIGHT_MAX), itemdef.floodable
end
-- Register an item as shining
function wielded_light.register_item_light(item_name, light_level, floodable)
if shiny_items[item_name] then
if light_level then
shiny_items[item_name].level = light_level
end
if floodable ~= nil then
shiny_items[item_name].floodable = floodable
end
else
if floodable == nil then
local stack = ItemStack(item_name)
local itemdef = stack:get_definition()
floodable = itemdef.floodable
end
shiny_items[item_name] = {
level = light_level,
floodable = floodable or false
}
end
end
-- Mark an item as floodable or not
function wielded_light.register_item_floodable(item_name, floodable)
if floodable == nil then floodable = true end
if shiny_items[item_name] then
shiny_items[item_name].floodable = floodable
else
local calced_level = wielded_light.get_light_def(item_name)
shiny_items[item_name] = {
level = calced_level,
floodable = floodable
}
end
end
-- Keep track of an item entity. Should be called once for an item
function wielded_light.track_item_entity(obj, cat, item)
if not is_entity_valid({ obj=obj }) then return end
local light_level, light_is_floodable = wielded_light.get_light_def(item)
-- If the item does not emit light do not track it
if light_level <= 0 then return end
-- Generate the uid for the item and the id for the light category
local uid = tostring(obj)
local id = get_light_category_id(cat)..uid
-- Create the main tracking object for this item instance if it does not already exist
if not tracked_entities[uid] then
tracked_entities[uid] = { obj=obj, items={}, update = true }
end
-- Create the item tracking object for this item + category
tracked_entities[uid].items[id] = { level=light_level, floodable=light_is_floodable }
-- Add the light in on creation so it's immediate
local pos = entity_pos(obj)
local pos_str = pos and minetest.pos_to_string(pos)
if pos_str then
if not (light_is_floodable and is_lightable_liquid(pos)) then
add_light(pos_str, id, light_level)
end
end
tracked_entities[uid].pos = pos_str
end
-- A player's light should appear near their head not their feet
local player_height_offset = { x=0, y=1, z=0 }
-- Keep track of a user / player entity. Should be called as often as the user updates
function wielded_light.track_user_entity(obj, cat, item)
-- Generate the uid for the player and the id for the light category
local uid = tostring(obj)
local id = get_light_category_id(cat)..uid
-- Create the main tracking object for this player instance if it does not already exist
if not tracked_entities[uid] then
tracked_entities[uid] = { obj=obj, items={}, offset = player_height_offset, update = true }
end
local tracked_entity = tracked_entities[uid]
local tracked_item = tracked_entity.items[id]
-- If the item being tracked for the player changes, update the item tracking object for this item + category
if not tracked_item or tracked_item.item ~= item then
local light_level, light_is_floodable = wielded_light.get_light_def(item)
tracked_entity.items[id] = { level=light_level, item=item, floodable=light_is_floodable }
tracked_entity.update = true
end
end
-- Setup --
-- Wielded item shining globalstep
minetest.register_globalstep(global_timer_callback)
-- Dropped item on_step override
-- https://github.com/minetest/minetest/issues/6909
local builtin_item = minetest.registered_entities["__builtin:item"]
local item = {
on_step = function(self, dtime, ...)
builtin_item.on_step(self, dtime, ...)
-- Register an item once for tracking
-- If it's already being tracked, exit
if self.wielded_light then return end
self.wielded_light = true
local stack = ItemStack(self.itemstring)
local item_name = stack:get_name()
wielded_light.track_item_entity(self.object, "item", item_name)
end
}
setmetatable(item, {__index = builtin_item})
minetest.register_entity(":__builtin:item", item)
-- Track a player's wielded item
wielded_light.register_player_lightstep(function (player)
wielded_light.track_user_entity(player, "wield", player:get_wielded_item():get_name())
end)
-- Register helper nodes
local water_name = "default:water_source"
if minetest.get_modpath("hades_core") then
water_name = "hades_core:water_source"
end
wielded_light.register_lightable_node("air", nil, "")
wielded_light.register_lightable_node(water_name, nil, "water_")
wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
---TEST
--wielded_light.register_item_light('default:dirt', 14)