Aaron Suen 22cbe8c430 Nerf lux reaction to require real cobble.
Starting up a reactor required 15 lux, but it could
be sustained using only ONE.  This was far too
exploity.
2019-12-08 23:27:54 -05:00

100 lines
2.8 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, math, minetest, nodecore, pairs, vector
= ItemStack, math, minetest, nodecore, pairs, vector
local math_ceil
= math.ceil
-- LUALOCALS > ---------------------------------------------------------
local function stackgroup(stack, grp)
stack = ItemStack(stack)
if stack:is_empty() then return end
local name = stack:get_name()
local def = minetest.registered_items[name]
return def and def.groups and def.groups[grp] and name
end
local function luxqty(pos)
local minp = vector.subtract(pos, {x = 1, y = 1, z = 1})
local maxp = vector.add(pos, {x = 1, y = 1, z = 1})
local qty = #minetest.find_nodes_in_area(minp, maxp, {"group:lux_cobble"})
for _, p in pairs(minetest.find_nodes_with_meta(minp, maxp)) do
if stackgroup(nodecore.stack_get(p), "lux_cobble") then
qty = qty + 1
end
end
for _, p in pairs(minetest.get_connected_players()) do
if vector.distance(pos, vector.add(p:get_pos(), {x = 0, y = 1, z = 0})) < 2 then
local inv = p:get_inventory()
for i = 1, inv:get_size("main") do
if stackgroup(inv:get_stack("main", i), "lux_cobble") then
qty = qty + 1
end
end
end
end
qty = math_ceil(qty / 2)
if qty > 8 then qty = 8 end
if qty < 1 then qty = 1 end
return qty
end
nodecore.register_limited_abm({
label = "Lux Reaction",
interval = 1,
chance = 2,
limited_max = 100,
nodenames = {"group:lux_cobble"},
action = function(pos, node)
local qty = luxqty(pos)
local name = node.name:gsub("cobble%d", "cobble" .. qty)
if name == node.name then return end
minetest.set_node(pos, {name = name})
end
})
nodecore.register_aism({
label = "Lux Stack Reaction",
interval = 1,
chance = 2,
itemnames = {"group:lux_cobble"},
action = function(stack, data)
local name = stackgroup(stack, "lux_cobble")
if not name then return end
local qty = luxqty(data.pos)
name = name:gsub("cobble%d", "cobble" .. qty)
if name == stack:get_name() then return end
stack:set_name(name)
return stack
end
})
local function playercheck(player)
local found
local stacks = {}
local inv = player:get_inventory()
for i = 1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if stackgroup(stack, "lux_cobble") then
stacks[i] = stack
found = true
end
end
if not found then return end
local qty = luxqty(vector.add(player:get_pos(), {x = 0, y = 1, z = 0}))
for k, v in pairs(stacks) do
local name = v:get_name()
local nn = name:gsub("cobble%d", "cobble" .. qty)
if name ~= nn then
v:set_name(nn)
inv:set_stack("main", k, v)
end
end
end
local function playercheckall()
minetest.after(1, playercheckall)
for _, p in pairs(minetest.get_connected_players()) do
playercheck(p)
end
end
playercheckall()