2018-09-06 01:49:23 -05:00
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-- list of all players seen by minetest.register_on_joinplayer
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2018-09-05 13:45:38 -05:00
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local players = {}
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2018-09-06 01:49:23 -05:00
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-- all player positions last time light was updated: {player_name : {x, y, z}}
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2018-09-05 13:45:38 -05:00
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local player_positions = {}
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2018-09-06 01:49:23 -05:00
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-- all light positions of light that currently is created {player_name : {i: {x, y, z}}
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local light_positions = {}
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-- last item seen wielded by players
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2018-09-05 13:45:38 -05:00
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local last_wielded = {}
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2018-09-06 01:49:23 -05:00
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-- toggles debug mode
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local walking_light_debug = false
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-- name of light node, changed by toggling debug mode
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local walking_light_node = nil
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-- initialize walking light
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walking_light = {}
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-- list of items that use walking light
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local light_items = {
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2018-09-06 04:06:01 -05:00
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"default:torch",
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2018-09-06 01:49:23 -05:00
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"walking_light:helmet_diamond", "walking_light:megatorch"
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}
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function walking_light.addLightItem(item)
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for I in pairs(light_items) do
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if item == light_items[I] then
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minetest.log("warning", "[walking_light] \"" .. item .. "\" is already light item.")
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return
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end
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end
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table.insert(light_items, -1, item)
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end
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function walking_light.getLightItems()
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return light_items
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end
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2018-09-06 04:06:01 -05:00
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function walking_light.register_tool(tool)
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item = 'walking_light:' .. tool .. '_mese'
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default = 'default:' .. tool .. '_mese'
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definition = table.copy(minetest.registered_items[default])
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definition.description = definition.description .. ' with light'
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definition.inventory_image = 'walking_light_mese' .. tool .. '.png'
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minetest.register_tool(item, definition)
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minetest.register_craft({
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output = item,
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recipe = {
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{'default:torch'},
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{ default },
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}
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})
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walking_light.addLightItem(item)
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end
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2018-09-06 01:49:23 -05:00
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-- from http://lua-users.org/wiki/IteratorsTutorial
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-- useful for removing things from a table because removing from the middle makes it skip elements otherwise
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function ripairs(t)
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local function ripairs_it(t,i)
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i=i-1
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local v=t[i]
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if v==nil then return v end
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return i,v
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end
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return ripairs_it, t, #t+1
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end
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-- formats a vector with shorter output than dump
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local function dumppos(pos)
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if pos == nil then
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return "nil"
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end
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local x = "nil"
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if pos.x then
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x = pos.x
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end
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local y = "nil"
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if pos.y then
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y = pos.y
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end
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local z = "nil"
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if pos.z then
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z = pos.z
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end
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return "(" .. x .. "," .. y .. "," .. z .. ")"
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end
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-- formats a table containing vectors with shorter output than dump
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local function dumppostable(t)
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if t == nil then
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return "nil"
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end
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if #t == 0 then
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return "0{}"
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end
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ret = #t .. "{\n"
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for i,pos in ipairs(t) do
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ret = ret .. " " .. dumppos(pos) .. "\n"
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end
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ret = ret .. "}"
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return ret
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end
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function mt_get_node_or_nil(pos)
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if pos == nil then
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print("ERROR: walking_light.mt_get_node_or_nil(), pos is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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return minetest.get_node_or_nil(pos)
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end
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function mt_add_node(pos, sometable)
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if pos == nil then
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print("ERROR: walking_light.mt_add_node(), pos is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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if sometable == nil then
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print("ERROR: walking_light.mt_add_node(), sometable is nil")
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print(debug.traceback("Current Callstack:\n"))
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return nil
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end
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minetest.add_node(pos,sometable)
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end
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2018-09-05 13:45:38 -05:00
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function round(num)
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return math.floor(num + 0.5)
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end
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2018-09-06 01:49:23 -05:00
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local function poseq(pos1, pos2)
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if pos1 == nil and pos2 == nil then
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return true
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end
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if pos1 == nil or pos2 == nil then
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return false
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end
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return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z
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end
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-- return true if the player moved since last player_positions update
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local function player_moved(player)
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local player_name = player:get_player_name()
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local pos = player:getpos()
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local rounded_pos = vector.round(pos)
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local oldpos = player_positions[player_name]
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if oldpos == nil or not poseq(rounded_pos, oldpos) then
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-- if oldpos is nil, we assume they just logged in, so consider them moved
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-- print("DEBUG: walking_light, player_moved(); moved = true; rounded_pos = " .. dumppos(rounded_pos) .. ", oldpos = " .. dumppos(oldpos))
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return true
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end
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-- print("DEBUG: walking_light, player_moved(); moved = false; rounded_pos = " .. dumppos(rounded_pos) .. ", oldpos = " .. dumppos(oldpos))
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return false
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end
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-- same as table.remove(t,remove_pos), but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
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local function table_remove_pos(t, remove_pos)
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-- local DEBUG_oldsize = #t
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for i,pos in ipairs(t) do
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if poseq(pos, remove_pos) then
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table.remove(t, i)
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break
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end
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end
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-- local DEBUG_newsize = #t
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-- print("DEBUG: walking_light.table_remove_pos(), oldsize = " .. DEBUG_oldsize .. ", newsize = " .. DEBUG_newsize)
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end
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-- same as t[remove_pos], but uses poseq instead of comparing references (does lua have comparator support, so this isn't needed?)
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local function table_contains_pos(t, remove_pos)
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for i,pos in ipairs(t) do
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if poseq(pos, remove_pos) then
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return true
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end
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end
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return false
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end
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-- same as table.insert(t,pos) but makes sure it is not duplicated
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local function table_insert_pos(t, pos)
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if not table_contains_pos( pos ) then
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table.insert(t, pos)
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end
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end
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local function is_light(node)
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if node ~= nil and ( node.name == "walking_light:light" or node.name == "walking_light:light_debug" ) then
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return true
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end
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return false
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end
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-- removes light at the given position
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-- player is optional
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local function remove_light(player, pos)
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local player_name
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if player then
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player_name = player:get_player_name()
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end
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local node = mt_get_node_or_nil(pos)
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if is_light(node) then
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mt_add_node(pos,{type="node",name="air"})
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if player_name then
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table_remove_pos(light_positions[player_name], pos)
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end
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else
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if node ~= nil then
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print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was " .. node.name)
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table_remove_pos(light_positions[player_name], pos)
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else
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print("WARNING: walking_light.remove_light(), pos = " .. dumppos(pos) .. ", tried to remove light but node was nil")
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end
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end
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end
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-- removes all light owned by a player
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local function remove_light_player(player)
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local player_name = player:get_player_name()
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for i,old_pos in ripairs(light_positions[player_name]) do
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if old_pos then
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-- print("DEBUG: walking_light.remove_light_player(), removing old light; old_pos = " .. dumppos(old_pos))
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remove_light(player, old_pos)
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end
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end
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-- print("DEBUG: walking_light.remove_light_player(), done; light_positions = " .. dumppostable(light_positions[player_name]))
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end
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local function can_add_light(pos)
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local node = mt_get_node_or_nil(pos)
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if node == nil or node.name == "air" then
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-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", true")
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return true
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elseif is_light(node) then
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-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", true")
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return true
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end
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-- print("walking_light can_add_light(), pos = " .. dumppos(pos) .. ", false")
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return false
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end
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-- old function returns pos instead of table, for only one position
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local function pick_light_position_regular(player, pos)
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if can_add_light(pos) then
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return {pos}
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end
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local pos2
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-- if pos is not possible, try the old player position first, to make it more likely that it has a line of sight
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local player_name = player:get_player_name()
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local oldplayerpos = player_positions[player_name]
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if oldplayerpos and can_add_light( vector.new(oldplayerpos.x, oldplayerpos.y + 1, oldplayerpos.z) ) then
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return oldplayerpos
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end
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-- if not, try all positions around the pos
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pos2 = vector.new(pos.x + 1, pos.y, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x - 1, pos.y, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y, pos.z + 1)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y, pos.z - 1)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y + 1, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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pos2 = vector.new(pos.x, pos.y - 1, pos.z)
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if can_add_light( pos2 ) then
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return {pos2}
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end
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return nil
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end
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-- new function, returns table
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local function pick_light_position_radius(player, pos, ret, radius)
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local pos2
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local step = 4
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local unstep = 1/step
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for x = pos.x - radius, pos.x + radius, step do
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for y = pos.y - radius, pos.y + radius, step do
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for z = pos.z - radius, pos.z + radius, step do
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pos2 = vector.new(round(x*unstep)*step, round(y*unstep)*step, round(z*unstep)*step)
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distance = math.sqrt(math.pow(pos.x - x, 2) + math.pow(pos.y - y, 2) + math.pow(pos.z - z, 2))
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if distance <= radius and can_add_light( pos2 ) then
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table.insert(ret, pos2)
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end
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end
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end
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end
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return ret
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end
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local function pick_light_position_mega(player, pos)
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local ret = {}
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if can_add_light(pos) then
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table.insert(ret, pos)
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end
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pick_light_position_radius(player, pos, ret, 10)
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return ret
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end
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local function pick_light_position(player, pos, light_item)
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if light_item == "walking_light:megatorch" then
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return pick_light_position_mega(player, pos)
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end
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return pick_light_position_regular(player, pos)
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end
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-- adds light at the given position
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local function add_light(player, pos)
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local player_name = player:get_player_name()
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local node = mt_get_node_or_nil(pos)
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if node == nil then
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-- don't do anything for nil blocks... they are non-loaded blocks, so we don't want to overwrite anything there
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-- print("DEBUG: walking_light.add_light(), node is nil, pos = " .. dumppos(pos))
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return false
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elseif node.name == "air" then
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-- when the node that is already there is air, add light
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mt_add_node(pos,{type="node",name=walking_light_node})
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if not table_contains_pos(light_positions[player_name], pos) then
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table_insert_pos(light_positions[player_name], pos)
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end
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-- if node then
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-- print("DEBUG: add_light(), node.name = " .. node.name .. ", pos = " .. dumppos(pos))
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-- else
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-- print("DEBUG: add_light(), node.name = nil, pos = " .. dumppos(pos))
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-- end
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return true
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elseif is_light(node) then
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-- no point in adding light where it is already, but we should assign it to the player so it gets removed (in case it has no player)
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-- print("DEBUG: add_light(), not adding; node.name = " .. node.name .. ", pos = " .. dumppos(pos))
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if not table_contains_pos(light_positions[player_name], pos) then
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table_insert_pos(light_positions[player_name], pos)
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end
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
-- print("DEBUG: add_light(), not adding; node.name = " .. node.name)
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- updates all the light around the player, depending on what they are wielding
|
|
|
|
local function update_light_player(player)
|
|
|
|
-- if there is no player, there can be no update
|
|
|
|
if not player then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
-- figure out if they wield light; this will be nil if not
|
|
|
|
local wielded_item = get_wielded_light_item(player)
|
|
|
|
|
|
|
|
local player_name = player:get_player_name()
|
|
|
|
local pos = player:getpos()
|
|
|
|
local rounded_pos = vector.round(pos)
|
|
|
|
|
|
|
|
-- check for a nil node where the player is; if it is nil, we assume the block is not loaded, so we return without updating player_positions
|
|
|
|
-- that way, it should add light next step
|
|
|
|
local node = mt_get_node_or_nil(rounded_pos)
|
|
|
|
if node == nil then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
if not player_moved(player) and wielded_item == last_wielded[player_name] then
|
|
|
|
-- no update needed if the wiedled light item is the same as before (including nil), and the player didn't move
|
|
|
|
return
|
|
|
|
end
|
|
|
|
last_wielded[player_name] = wielded_item;
|
|
|
|
|
|
|
|
local wantlightpos = nil
|
|
|
|
local wantpos = vector.new(rounded_pos.x, rounded_pos.y + 1, rounded_pos.z)
|
|
|
|
if wielded_item then
|
|
|
|
-- decide where light should be
|
|
|
|
wantlightpos = pick_light_position(player, wantpos, wielded_item)
|
|
|
|
-- print("DEBUG: walking_light update_light_player(); wantpos = " .. dumppos(wantpos) .. ", wantlightpos = " .. dumppos(wantlightpos))
|
|
|
|
end
|
|
|
|
|
|
|
|
if wielded_item and wantlightpos then
|
|
|
|
-- add light that isn't already there
|
|
|
|
for i,newpos in ipairs(wantlightpos) do
|
|
|
|
add_light(player, newpos)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- go through all light owned by the player to remove all but what should be kept
|
|
|
|
for i,oldlightpos in ripairs(light_positions[player_name]) do
|
|
|
|
if not wantlightpos or oldlightpos and oldlightpos.x and not table_contains_pos(wantlightpos, oldlightpos) then
|
|
|
|
remove_light(player, oldlightpos)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
player_positions[player_name] = vector.round(pos)
|
|
|
|
|
|
|
|
-- print("DEBUG: walking_light.update_light_player(): wantlightpos = " .. dumppostable(wantlightpos) .. ", light_positions = " .. dumppostable(light_positions[player_name]))
|
|
|
|
end
|
|
|
|
|
|
|
|
local function update_light_all()
|
|
|
|
-- go through all players to check
|
|
|
|
for i,player_name in ipairs(players) do
|
|
|
|
local player = minetest.get_player_by_name(player_name)
|
|
|
|
update_light_player(player)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- return true if item is a light item
|
|
|
|
function is_light_item(item)
|
|
|
|
for I in pairs(light_items) do
|
|
|
|
if item == light_items[I] then
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
-- returns a string, the name of the item found that is a light item
|
|
|
|
function get_wielded_light_item(player)
|
|
|
|
local wielded_item = player:get_wielded_item():get_name()
|
|
|
|
if is_light_item(wielded_item) then
|
|
|
|
return wielded_item
|
|
|
|
end
|
|
|
|
|
|
|
|
-- check equipped armor - requires unified_inventory maybe
|
|
|
|
local player_name = player:get_player_name()
|
|
|
|
if player_name then
|
|
|
|
local armor_inv = minetest.get_inventory({type="detached", name=player_name.."_armor"})
|
|
|
|
if armor_inv then
|
|
|
|
-- print( dump(armor_inv:get_lists()) )
|
|
|
|
local item_name = "walking_light:helmet_diamond"
|
|
|
|
local stack = ItemStack(item_name)
|
|
|
|
if armor_inv:contains_item("armor", stack) then
|
|
|
|
return item_name
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
-- return true if player is wielding a light item
|
|
|
|
function wielded_light(player)
|
|
|
|
return get_wielded_light_item(player) ~= nil
|
|
|
|
end
|
|
|
|
|
2018-09-05 13:45:38 -05:00
|
|
|
minetest.register_on_joinplayer(function(player)
|
|
|
|
local player_name = player:get_player_name()
|
|
|
|
table.insert(players, player_name)
|
2018-09-06 01:49:23 -05:00
|
|
|
last_wielded[player_name] = get_wielded_light_item(player)
|
2018-09-05 13:45:38 -05:00
|
|
|
local pos = player:getpos()
|
2018-09-06 01:49:23 -05:00
|
|
|
player_positions[player_name] = nil
|
|
|
|
light_positions[player_name] = {}
|
|
|
|
update_light_player(player)
|
2018-09-05 13:45:38 -05:00
|
|
|
end)
|
|
|
|
|
|
|
|
minetest.register_on_leaveplayer(function(player)
|
|
|
|
local player_name = player:get_player_name()
|
|
|
|
for i,v in ipairs(players) do
|
2018-09-06 01:49:23 -05:00
|
|
|
if v == player_name then
|
2018-09-05 13:45:38 -05:00
|
|
|
table.remove(players, i)
|
|
|
|
end
|
|
|
|
end
|
2018-09-06 01:49:23 -05:00
|
|
|
last_wielded[player_name] = false
|
|
|
|
remove_light_player(player)
|
|
|
|
player_positions[player_name]=nil
|
2018-09-05 13:45:38 -05:00
|
|
|
end)
|
|
|
|
|
|
|
|
minetest.register_globalstep(function(dtime)
|
|
|
|
for i,player_name in ipairs(players) do
|
2018-09-06 01:49:23 -05:00
|
|
|
local player = minetest.get_player_by_name(player_name)
|
|
|
|
if player ~= nil then
|
|
|
|
update_light_player(player)
|
|
|
|
else
|
|
|
|
table.remove(players, i)
|
2018-09-05 13:45:38 -05:00
|
|
|
end
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
|
2018-09-06 01:49:23 -05:00
|
|
|
minetest.register_node("walking_light:light_debug", {
|
|
|
|
drawtype = "glasslike",
|
|
|
|
tiles = {"walking_light_debug.png"},
|
|
|
|
inventory_image = minetest.inventorycube("walking_light.png"),
|
|
|
|
paramtype = "light",
|
|
|
|
walkable = false,
|
|
|
|
is_ground_content = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
light_source = 14,
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {0, 0, 0, 0, 0, 0},
|
|
|
|
},
|
|
|
|
})
|
|
|
|
|
2018-09-05 13:45:38 -05:00
|
|
|
minetest.register_node("walking_light:light", {
|
|
|
|
drawtype = "glasslike",
|
2018-09-06 01:49:23 -05:00
|
|
|
tiles = {"walking_light.png"},
|
2018-09-05 13:45:38 -05:00
|
|
|
inventory_image = minetest.inventorycube("walking_light.png"),
|
|
|
|
paramtype = "light",
|
|
|
|
walkable = false,
|
|
|
|
is_ground_content = true,
|
|
|
|
sunlight_propagates = true,
|
|
|
|
light_source = 14,
|
|
|
|
selection_box = {
|
2018-09-06 01:49:23 -05:00
|
|
|
type = "fixed",
|
|
|
|
fixed = {0, 0, 0, 0, 0, 0},
|
|
|
|
},
|
2018-09-05 13:45:38 -05:00
|
|
|
})
|
2018-09-06 01:49:23 -05:00
|
|
|
|
|
|
|
function update_walking_light_node()
|
|
|
|
if walking_light_debug then
|
|
|
|
walking_light_node = "walking_light:light_debug"
|
|
|
|
else
|
|
|
|
walking_light_node = "walking_light:light"
|
|
|
|
end
|
|
|
|
end
|
|
|
|
update_walking_light_node()
|
|
|
|
|
2018-09-06 04:06:01 -05:00
|
|
|
walking_light.register_tool('pick')
|
2018-09-06 04:10:34 -05:00
|
|
|
walking_light.register_tool('axe')
|
|
|
|
walking_light.register_tool('shovel')
|
|
|
|
walking_light.register_tool('sword')
|
2018-09-05 13:45:38 -05:00
|
|
|
|
2018-09-06 01:49:23 -05:00
|
|
|
minetest.register_tool("walking_light:helmet_diamond", {
|
|
|
|
description = "Diamond Helmet with light",
|
|
|
|
inventory_image = "walking_light_inv_helmet_diamond.png",
|
|
|
|
wield_image = "3d_armor_inv_helmet_diamond.png",
|
|
|
|
groups = {armor_head=15, armor_heal=12, armor_use=100},
|
|
|
|
wear = 0,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_node("walking_light:megatorch", {
|
|
|
|
description = "Megatorch",
|
|
|
|
drawtype = "torchlike",
|
|
|
|
tiles = {
|
|
|
|
{
|
|
|
|
name = "default_torch_on_floor_animated.png",
|
|
|
|
animation = {
|
|
|
|
type = "vertical_frames",
|
|
|
|
aspect_w = 16,
|
|
|
|
aspect_h = 16,
|
|
|
|
length = 3.0
|
|
|
|
},
|
|
|
|
},
|
|
|
|
{
|
|
|
|
name="default_torch_on_ceiling_animated.png",
|
|
|
|
animation = {
|
|
|
|
type = "vertical_frames",
|
|
|
|
aspect_w = 16,
|
|
|
|
aspect_h = 16,
|
|
|
|
length = 3.0
|
|
|
|
},
|
|
|
|
},
|
|
|
|
{
|
|
|
|
name="default_torch_animated.png",
|
|
|
|
animation = {
|
|
|
|
type = "vertical_frames",
|
|
|
|
aspect_w = 16,
|
|
|
|
aspect_h = 16,
|
|
|
|
length = 3.0
|
|
|
|
},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
inventory_image = "default_torch_on_floor.png",
|
|
|
|
wield_image = "default_torch_on_floor.png",
|
|
|
|
paramtype = "light",
|
|
|
|
paramtype2 = "wallmounted",
|
|
|
|
sunlight_propagates = true,
|
|
|
|
is_ground_content = false,
|
|
|
|
walkable = false,
|
|
|
|
light_source = 14,
|
|
|
|
selection_box = {
|
|
|
|
type = "wallmounted",
|
|
|
|
wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
|
|
|
|
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
|
|
|
|
wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
|
|
|
|
},
|
|
|
|
groups = {choppy=2,dig_immediate=3,flammable=1,attached_node=1},
|
|
|
|
legacy_wallmounted = true,
|
|
|
|
--sounds = default.node_sound_defaults(),
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'walking_light:helmet_diamond',
|
|
|
|
recipe = {
|
|
|
|
{'default:torch'},
|
|
|
|
{'3d_armor:helmet_diamond'},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_craft({
|
|
|
|
output = 'walking_light:megatorch',
|
|
|
|
recipe = {
|
|
|
|
{'default:torch', 'default:torch', 'default:torch'},
|
|
|
|
{'default:torch', 'default:torch', 'default:torch'},
|
|
|
|
{'default:torch', 'default:torch', 'default:torch'},
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_chatcommand("walking_light_clear_light", {
|
|
|
|
params = "<size>",
|
|
|
|
description = "Remove light nodes from the area",
|
|
|
|
func = function(name, param)
|
|
|
|
if not minetest.check_player_privs(name, {server=true}) then
|
|
|
|
return false, "You need the server privilege to use mapclearlight"
|
|
|
|
end
|
|
|
|
|
|
|
|
local pos = vector.round(minetest.get_player_by_name(name):getpos())
|
|
|
|
local size = tonumber(param) or 40
|
|
|
|
|
|
|
|
for i,v in ipairs({"walking_light:light", "walking_light:light_debug"}) do
|
|
|
|
point = minetest.find_node_near(pos, size/2, v)
|
|
|
|
while point do
|
|
|
|
remove_light(nil, point)
|
|
|
|
oldpoint = point
|
|
|
|
point = minetest.find_node_near(pos, size/2, v)
|
|
|
|
if poseq(oldpoint, point) then
|
|
|
|
return false, "Failed... infinite loop detected"
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return true, "Done."
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_chatcommand("walking_light_add_light", {
|
|
|
|
params = "<size>",
|
|
|
|
description = "Add walking_light:light to a position, without a player owning it",
|
|
|
|
func = function(name, param)
|
|
|
|
if not minetest.check_player_privs(name, {server=true}) then
|
|
|
|
return false, "You need the server privilege to use mapaddlight"
|
|
|
|
end
|
|
|
|
|
|
|
|
local pos = vector.round(minetest.get_player_by_name(name):getpos())
|
|
|
|
pos = vector.new(pos.x, pos.y + 1, pos.z)
|
|
|
|
|
|
|
|
if pos then
|
|
|
|
mt_add_node(pos,{type="node",name=walking_light_node})
|
|
|
|
end
|
|
|
|
|
|
|
|
return true, "Done."
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
|
|
|
minetest.register_chatcommand("walking_light_debug", {
|
|
|
|
description = "Change to debug mode, so light blocks are visible.",
|
|
|
|
func = function(name, param)
|
|
|
|
if not minetest.check_player_privs(name, {server=true}) then
|
|
|
|
return false, "You need the server privilege to use walking_light_debug"
|
|
|
|
end
|
|
|
|
|
|
|
|
walking_light_debug = not walking_light_debug
|
|
|
|
update_walking_light_node()
|
|
|
|
|
|
|
|
return true, "Done."
|
|
|
|
end,
|
|
|
|
})
|
|
|
|
|
|
|
|
-- vim: ts=4 sw=4 softtabstop=4 smarttab noexpandtab
|