Updates MOD:fire from 0.4.15

master
vlapsley 2017-01-23 16:31:35 +11:00
parent 978712320c
commit fdb160bdda
8 changed files with 324 additions and 187 deletions

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Minetest Game mod: fire
=======================
See license.txt for license information.
License of source code:
-----------------------
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
Authors of source code
----------------------
Originally by Perttu Ahola (celeron55) <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
Authors of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
-----------------------
Everything not listed in here:
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com> (CC BY-SA 3.0)
fire_small.ogg sampled from:
http://www.freesound.org/people/dobroide/sounds/4211/
Muadtralk (CC BY-SA 3.0)
fire_basic_flame_animated.png
fire_large.ogg sampled from:
http://www.freesound.org/people/Dynamicell/sounds/17548/
Gambit (CC BY-SA 3.0)
fire_flint_steel.png
fire_basic_flame_animated.png:
Muadtralk
dobroide (CC BY 3.0)
http://www.freesound.org/people/dobroide/sounds/4211/
fire_small.ogg
fire_flint_steel.png
Gambit (WTFPL)
Dynamicell (CC BY 3.0)
http://www.freesound.org/people/Dynamicell/sounds/17548/
fire_large.ogg
fire_fire.*.ogg
fire_small.ogg and fire_large.ogg are unused but kept temporarily to not break
other mods that may use them.
Benboncan (CC BY 3.0)
https://www.freesound.org/people/Benboncan/sounds/66457/
fire_flint_and_steel.ogg

1
mods/fire/depends.txt Normal file
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default

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@ -1,11 +1,13 @@
-- minetest/fire/init.lua
-- Global namespace for functions
fire = {}
-- Register flame nodes
--
-- Items
--
-- Flame nodes
minetest.register_node("fire:basic_flame", {
drawtype = "firelike",
@ -28,18 +30,23 @@ minetest.register_node("fire:basic_flame", {
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
on_timer = function(pos)
local f = minetest.find_node_near(pos, 1, {"group:flammable"})
if not f then
minetest.remove_node(pos)
return
end
-- Restart timer
return true
end,
drop = "",
on_construct = function(pos)
minetest.after(0, fire.on_flame_add_at, pos)
minetest.get_node_timer(pos):start(math.random(30, 60))
end,
on_destruct = function(pos)
minetest.after(0, fire.on_flame_remove_at, pos)
on_blast = function() -- Unaffected by explosions
end,
on_blast = function()
end, -- unaffected by explosions
})
minetest.register_node("fire:permanent_flame", {
@ -66,31 +73,50 @@ minetest.register_node("fire:permanent_flame", {
groups = {igniter = 2, dig_immediate = 3},
drop = "",
on_blast = function()
on_blast = function() -- Unaffected by explosions
end,
})
-- Flint and steel
minetest.register_tool("fire:flint_and_steel", {
description = "Flint and Steel",
inventory_image = "fire_flint_steel.png",
sound = {breaks = "default_tool_breaks"},
on_use = function(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
local pt = pointed_thing
if pt.type == "node" and minetest.get_node(pt.above).name == "air" then
itemstack:add_wear(1000)
minetest.sound_play(
"fire_flint_and_steel",
{pos = pt.above, gain = 0.5, max_hear_distance = 8}
)
if pt.type == "node" then
local node_under = minetest.get_node(pt.under).name
if minetest.get_item_group(node_under, "flammable") >= 1 then
if not minetest.is_protected(pt.above, player_name) then
minetest.set_node(pt.above, {name = "fire:basic_flame"})
else
minetest.chat_send_player(player_name, "This area is protected")
end
local nodedef = minetest.registered_nodes[node_under]
if not nodedef then
return
end
local player_name = user:get_player_name()
if minetest.is_protected(pt.under, player_name) then
minetest.chat_send_player(player_name, "This area is protected")
return
end
if nodedef.on_ignite then
nodedef.on_ignite(pt.under, user)
elseif minetest.get_item_group(node_under, "flammable") >= 1
and minetest.get_node(pt.above).name == "air" then
minetest.set_node(pt.above, {name = "fire:basic_flame"})
end
end
if not minetest.setting_getbool("creative_mode") then
-- Wear tool
local wdef = itemstack:get_definition()
itemstack:add_wear(1000)
-- Tool break sound
if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {pos = pt.above, gain = 0.5})
end
return itemstack
end
end
@ -103,210 +129,237 @@ minetest.register_craft({
}
})
-- Get sound area of position
fire.D = 6 -- size of sound areas
-- Override coalblock to enable permanent flame above
-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
function fire.get_area_p0p1(pos)
local p0 = {
x = math.floor(pos.x / fire.D) * fire.D,
y = math.floor(pos.y / fire.D) * fire.D,
z = math.floor(pos.z / fire.D) * fire.D,
}
local p1 = {
x = p0.x + fire.D - 1,
y = p0.y + fire.D - 1,
z = p0.z + fire.D - 1
}
return p0, p1
minetest.override_item("default:coalblock", {
after_destruct = function(pos, oldnode)
pos.y = pos.y + 1
if minetest.get_node(pos).name == "fire:permanent_flame" then
minetest.remove_node(pos)
end
end,
on_ignite = function(pos, igniter)
local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
if minetest.get_node(flame_pos).name == "air" then
minetest.set_node(flame_pos, {name = "fire:permanent_flame"})
end
end,
})
--
-- Sound
--
local flame_sound = minetest.setting_getbool("flame_sound")
if flame_sound == nil then
-- Enable if no setting present
flame_sound = true
end
if flame_sound then
local handles = {}
local timer = 0
-- Parameters
local radius = 8 -- Flame node search radius around player
local cycle = 3 -- Cycle time for sound updates
-- Update sound for player
function fire.update_player_sound(player)
local player_name = player:get_player_name()
-- Search for flame nodes in radius around player
local ppos = player:getpos()
local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius)
local fpos, num = minetest.find_nodes_in_area(
areamin,
areamax,
{"fire:basic_flame", "fire:permanent_flame"}
)
-- Total number of flames in radius
local flames = (num["fire:basic_flame"] or 0) +
(num["fire:permanent_flame"] or 0)
-- Stop previous sound
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- If flames
if flames > 0 then
-- Find centre of flame positions
local fposmid = fpos[1]
-- If more than 1 flame
if #fpos > 1 then
local fposmin = areamax
local fposmax = areamin
for i = 1, #fpos do
local fposi = fpos[i]
if fposi.x > fposmax.x then
fposmax.x = fposi.x
end
if fposi.y > fposmax.y then
fposmax.y = fposi.y
end
if fposi.z > fposmax.z then
fposmax.z = fposi.z
end
if fposi.x < fposmin.x then
fposmin.x = fposi.x
end
if fposi.y < fposmin.y then
fposmin.y = fposi.y
end
if fposi.z < fposmin.z then
fposmin.z = fposi.z
end
end
fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
end
-- Play sound
local handle = minetest.sound_play(
"fire_fire",
{
pos = fposmid,
to_player = player_name,
gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
max_hear_distance = 32,
loop = true, -- In case of lag
}
)
-- Store sound handle for this player
if handle then
handles[player_name] = handle
end
end
end
-- Cycle for updating players sounds
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < cycle then
return
end
timer = 0
local players = minetest.get_connected_players()
for n = 1, #players do
fire.update_player_sound(players[n])
end
end)
-- Stop sound and clear handle on player leave
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)
end
-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}
-- Update fire sounds in sound area of position
-- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it
function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(pos)
local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p)
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil
if #flames_p >= 9 then
wanted_sound = {name = "fire_large", gain = 0.7}
elseif #flames_p > 0 then
wanted_sound = {name = "fire_small", gain = 0.9}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
if not sound then
if should_have_sound then
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
else
if not wanted_sound then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = nil
elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
end
end
-- Update fire sounds on flame node construct or destruct
function fire.on_flame_add_at(pos)
fire.update_sounds_around(pos)
end
function fire.on_flame_remove_at(pos)
fire.update_sounds_around(pos)
end
-- Return positions for flames around a burning node
function fire.find_pos_for_flame_around(pos)
return minetest.find_node_near(pos, 1, {"air"})
end
-- Detect nearby extinguishing nodes
function fire.flame_should_extinguish(pos)
return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
end
--
-- ABMs
--
-- Extinguish all flames quickly with water, snow, ice
minetest.register_abm({
label = "Extinguish flame",
nodenames = {"fire:basic_flame", "fire:permanent_flame"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.remove_node(pos)
minetest.sound_play("fire_extinguish_flame",
{pos = p0, max_hear_distance = 16, gain = 0.25})
{pos = pos, max_hear_distance = 16, gain = 0.15})
end,
})
-- Enable the following ABMs according to 'disable fire' setting
-- Enable the following ABMs according to 'enable fire' setting
if minetest.setting_getbool("disable_fire") then
local fire_enabled = minetest.setting_getbool("enable_fire")
if fire_enabled == nil then
-- New setting not specified, check for old setting.
-- If old setting is also not specified, 'not nil' is true.
fire_enabled = not minetest.setting_getbool("disable_fire")
end
-- Remove basic flames only
if not fire_enabled then
-- Remove basic flames only if fire disabled
minetest.register_abm({
label = "Remove disabled fire",
nodenames = {"fire:basic_flame"},
interval = 7,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
end,
action = minetest.remove_node,
})
else
else -- Fire enabled
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
label = "Ignite flame",
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 12,
catch_up = false,
action = function(p0, node, _, _)
action = function(pos, node, active_object_count, active_object_count_wider)
-- If there is water or stuff like that around node, don't ignite
if fire.flame_should_extinguish(p0) then
if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
return
end
local p = fire.find_pos_for_flame_around(p0)
local p = minetest.find_node_near(pos, 1, {"air"})
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Remove basic flames and flammable nodes
-- Remove flammable nodes around basic flame
minetest.register_abm({
label = "Remove flammable nodes",
nodenames = {"fire:basic_flame"},
neighbors = "group:flammable",
interval = 5,
chance = 6,
chance = 18,
catch_up = false,
action = function(p0, node, _, _)
-- If there are no flammable nodes around flame, remove flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if not p then
minetest.remove_node(p0)
return
end
if math.random(1, 3) == 1 then
-- remove flammable nodes around flame
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]
action = function(pos, node, active_object_count, active_object_count_wider)
local p = minetest.find_node_near(pos, 1, {"group:flammable"})
if p then
local flammable_node = minetest.get_node(p)
local def = minetest.registered_nodes[flammable_node.name]
if def.on_burn then
def.on_burn(p)
else
minetest.remove_node(p)
nodeupdate(p)
minetest.check_for_falling(p)
end
end
end,
})
end
-- Rarely ignite things from far
--[[ Currently disabled to reduce the chance of uncontrollable spreading
fires that disrupt servers. Also for less lua processing load.
minetest.register_abm({
nodenames = {"group:igniter"},
neighbors = {"air"},
interval = 5,
chance = 10,
action = function(p0, node, _, _)
local reg = minetest.registered_nodes[node.name]
if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
return
end
local d = reg.groups.igniter
local p = minetest.find_node_near(p0, d, {"group:flammable"})
if p then
-- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p) then
return
end
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name = "fire:basic_flame"})
end
end
end,
})
--]]

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mods/fire/license.txt Normal file
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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2012-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures and sounds)
---------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2012-2016 Muadtralk
Copyright (C) 2013-2016 Gambit
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2005 dobroide
Copyright (C) 2006 Dynamicell
Copyright (C) 2009 Benboncan
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/

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