8a65ab5367
- Unify burn-out logic to just always become ash. - Reduce logic depth a bit on wield tick, but look for some early bail-outs. - Combine ABM's.
46 lines
1.3 KiB
Lua
46 lines
1.3 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore, pairs, vector
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= minetest, nodecore, pairs, vector
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-- LUALOCALS > ---------------------------------------------------------
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local modname = minetest.get_current_modname()
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nodecore.register_limited_abm({
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label = "Torch Igniting",
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interval = 6,
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chance = 1,
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nodenames = {modname .. ":torch_lit"},
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neighbors = {"group:flammable"},
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action = function(pos)
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local check = {
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{x = 1, y = 0, z = 0},
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{x = -1, y = 0, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 1, z = 0}
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}
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for _, ofst in pairs(check) do
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local npos = vector.add(pos, ofst)
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local nbr = minetest.get_node(npos)
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if minetest.get_node_group(nbr.name, "flammable") > 0 and not nodecore.quenched(npos) then
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nodecore.fire_check_ignite(npos, nbr)
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end
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end
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end
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})
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nodecore.register_limited_abm({
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label = "Torch Extinguishing",
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interval = 1,
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chance = 1,
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nodenames = {modname .. ":torch_lit"},
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action = function(pos)
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if nodecore.quenched(pos) or
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minetest.get_gametime() > minetest.get_meta(pos):get_float("expire") then
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minetest.remove_node(pos)
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minetest.add_item(pos, {name = "nc_fire:lump_ash"})
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minetest.sound_play("nc_fire_snuff", {gain = 1, pos = pos})
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end
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end
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})
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