0b3271d2da
These are just going into the after() queue now so all the rate-limiting stuff is no longer needed.
70 lines
1.6 KiB
Lua
70 lines
1.6 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local math, minetest, nodecore
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= math, minetest, nodecore
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local math_random
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= math.random
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-- LUALOCALS > ---------------------------------------------------------
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local function ambiance_core(def, getpos)
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local max = def.queue_max or 20
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local seen = {}
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local queue = {}
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local total = 0
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nodecore.register_globalstep("ambiance_core " .. (def.label or "unlabeled"),
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function()
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if #queue < 1 then return end
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for i = 1, #queue do
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local opts = queue[i]
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opts.name = opts.name or def.sound_name
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opts.gain = opts.gain or def.sound_gain
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minetest.after(opts.delay, function()
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nodecore.sound_play(opts.name, opts)
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end)
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end
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seen = {}
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queue = {}
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total = 0
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end)
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def.action = function(...)
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local pos = getpos(...)
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local hash = minetest.hash_node_position(pos)
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if seen[hash] then return end
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seen[hash] = true
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local opts
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if def.check then
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opts = def.check(pos)
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if not opts then return end
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else
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opts = {}
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end
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opts.pos = pos
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opts.delay = (hash % 1000) / 1000
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if #queue < max then
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queue[#queue + 1] = opts
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else
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local r = math_random(1, total + 1)
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if r <= #queue then
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queue[r] = opts
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end
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end
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total = total + 1
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end
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end
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local function abm_pos(pos) return pos end
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function nodecore.register_ambiance(def)
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ambiance_core(def, abm_pos)
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return minetest.register_abm(def)
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end
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local function aism_pos(_, data) return data.pos end
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function nodecore.register_item_ambiance(def)
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ambiance_core(def, aism_pos)
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return nodecore.register_aism(def)
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end
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