Aaron Suen a5752fd9b6 Yet another emergency lighting redo
- Players no longer constantly glow in darkness.
- Players can now place light spots by scaling, faster
  than actual climbing spots.
- Climbing spots appear if player continues placement
  after light appears.
- Floor traversal mechanism is now obsolete.

This allows players to traverse dark caves reasonably
well, still, but only voluntarily, so darkness stealth
mechanics are possible again.
2020-05-30 19:00:22 -04:00

185 lines
5.3 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, minetest, nodecore, pairs, setmetatable, vector
= ItemStack, minetest, nodecore, pairs, setmetatable, vector
-- LUALOCALS > ---------------------------------------------------------
local modname = minetest.get_current_modname()
-- Register nodes that can be replaced by dynamic lights
local canreplace = {air = 0}
local true_airlike = {
drawtype = "airlike",
pointable = false,
walkable = false,
climbable = false,
buildable_to = true,
floodable = true,
air_equivalent = true,
paramtype = "light",
light_source = 0,
sunlight_propagates = true,
}
minetest.after(0, function()
for k, v in pairs(minetest.registered_nodes) do
local ok = not canreplace[k]
for dk, dv in pairs(true_airlike) do
ok = ok and v[dk] == dv
end
if ok then canreplace[k] = 0 end
end
end)
-- API for checking if dynamic lights are valid
local ttl = 0.25
local active_lights = {}
local function setup_light(pos, check)
active_lights[minetest.hash_node_position(pos)] = {
exp = nodecore.gametime + ttl,
check = check
}
minetest.get_node_timer(pos):start(ttl)
end
local function check_light(pos)
local data = active_lights[minetest.hash_node_position(pos)]
if not data then return minetest.remove_node(pos) end
if nodecore.gametime < data.exp then return end
if data.check and data.check() then
data.exp = nodecore.gametime + ttl
minetest.get_node_timer(pos):start(ttl)
return
end
minetest.remove_node(pos)
return true
end
-- Register dynamic light nodes
local nodes = {}
local function dynamic_light_node(level) return modname .. ":light" .. level end
nodecore.dynamic_light_node = dynamic_light_node
for level = 1, nodecore.light_sun - 1 do
if nodes[level] then return nodes[level] end
local name = dynamic_light_node(level)
local def = {
light_source = level,
on_timer = check_light,
groups = {dynamic_light = level}
}
for k, v in pairs(true_airlike) do def[k] = def[k] or v end
minetest.register_node(":" .. name, def)
nodes[level] = name
canreplace[name] = level
end
minetest.register_alias("nc_torch:wield_light", dynamic_light_node(8))
-- API for adding dynamic lights to world
nodecore.register_limited_abm({
label = "dynamic light cleanup",
interval = 1,
chance = 1,
nodenames = {"group:dynamic_light"},
action = check_light
})
local function dynamic_light_add(pos, level, check, exact)
if not pos then return end
local name = minetest.get_node(pos).name
local curlight = canreplace[name]
if not curlight then
if exact then return end
return dynamic_light_add({x = pos.x, y = pos.y - 1, z = pos.z}, level, check, true)
or dynamic_light_add({x = pos.x, y = pos.y + 1, z = pos.z}, level, check, true)
or dynamic_light_add({x = pos.x + 1, y = pos.y, z = pos.z}, level, check, true)
or dynamic_light_add({x = pos.x - 1, y = pos.y, z = pos.z}, level, check, true)
or dynamic_light_add({x = pos.x, y = pos.y, z = pos.z + 1}, level, check, true)
or dynamic_light_add({x = pos.x, y = pos.y, z = pos.z - 1}, level, check, true)
end
if level < 1 then return end
if level > nodecore.light_sun - 1 then level = nodecore.light_sun - 1 end
local setname = dynamic_light_node(level)
pos = vector.round(pos)
if curlight <= level then
local ll = nodecore.get_node_light(pos)
if ll and ll > level then return end
end
if curlight > level and not check_light(pos) then return end
if name ~= setname then minetest.set_node(pos, {name = setname}) end
setup_light(pos, check)
return true
end
nodecore.dynamic_light_add = dynamic_light_add
-- Automatic player wield lights
local function lightsrc(stack)
local def = minetest.registered_items[stack:get_name()] or {}
return def.light_source or 0
end
local function player_wield_light(player)
local glow = 0
for _, stack in pairs(player:get_inventory():get_list("main")) do
local src = lightsrc(stack)
if src > glow then glow = src end
end
if glow < 1 then return end
local pos = player:get_pos()
pos.y = pos.y + player:get_properties().eye_height
pos = vector.round(pos)
local pname = player:get_player_name()
return dynamic_light_add(pos, glow, function()
local pl = minetest.get_player_by_name(pname)
if not pl then return end
local pp = pl:get_pos()
pp.y = pp.y + pl:get_properties().eye_height
return vector.equals(pos, vector.round(pp))
end)
end
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
if nodecore.player_visible(player) then
player_wield_light(player)
end
end
end)
-- Automatic entity light sources
local function entlight(self, ...)
local stack = ItemStack(self.node and self.node.name or self.itemstring or "")
local src = lightsrc(stack)
if src > 0 then
local pos = self.object:get_pos()
if not pos then return ... end
pos = vector.round(pos)
nodecore.dynamic_light_add(pos, src, function()
for _, v in pairs(nodecore.get_objects_at_pos(pos)) do
if v == self.object then return true end
end
end)
end
return ...
end
for _, name in pairs({"item", "falling_node"}) do
local def = minetest.registered_entities["__builtin:" .. name]
local ndef = {
on_step = function(self, ...)
return entlight(self, def.on_step(self, ...))
end
}
setmetatable(ndef, def)
minetest.register_entity(":__builtin:" .. name, ndef)
end