local players = {} local player_positions = {} local last_wielded = {} function round(num) return math.floor(num + 0.5) end minetest.register_on_joinplayer(function(player) local player_name = player:get_player_name() table.insert(players, player_name) last_wielded[player_name] = player:get_wielded_item():get_name() local pos = player:getpos() local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)} local wielded_item = player:get_wielded_item():get_name() if wielded_item ~= "default:torch" and wielded_item ~= "walking_light:pick_mese" then -- Neuberechnung des Lichts erzwingen minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"}) minetest.env:add_node(rounded_pos,{type="node",name="air"}) end player_positions[player_name] = {} player_positions[player_name]["x"] = rounded_pos.x; player_positions[player_name]["y"] = rounded_pos.y; player_positions[player_name]["z"] = rounded_pos.z; end) minetest.register_on_leaveplayer(function(player) local player_name = player:get_player_name() for i,v in ipairs(players) do if v == player_name then table.remove(players, i) last_wielded[player_name] = nil -- Neuberechnung des Lichts erzwingen local pos = player:getpos() local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)} minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"}) minetest.env:add_node(rounded_pos,{type="node",name="air"}) player_positions[player_name]["x"] = nil player_positions[player_name]["y"] = nil player_positions[player_name]["z"] = nil player_positions[player_name]["m"] = nil player_positions[player_name] = nil end end end) minetest.register_globalstep(function(dtime) for i,player_name in ipairs(players) do local player = minetest.env:get_player_by_name(player_name) local wielded_item = player:get_wielded_item():get_name() if wielded_item == "default:torch" or wielded_item == "walking_light:pick_mese" then -- Fackel ist in der Hand local pos = player:getpos() local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)} if (last_wielded[player_name] ~= "default:torch" and last_wielded[player_name] ~= "walking_light:pick_mese") or (player_positions[player_name]["x"] ~= rounded_pos.x or player_positions[player_name]["y"] ~= rounded_pos.y or player_positions[player_name]["z"] ~= rounded_pos.z) then -- Fackel gerade in die Hand genommen oder zu neuem Node bewegt local is_air = minetest.env:get_node_or_nil(rounded_pos) if is_air == nil or (is_air ~= nil and (is_air.name == "air" or is_air.name == "walking_light:light")) then -- wenn an aktueller Position "air" ist, Fackellicht setzen minetest.env:add_node(rounded_pos,{type="node",name="walking_light:light"}) end if (player_positions[player_name]["x"] ~= rounded_pos.x or player_positions[player_name]["y"] ~= rounded_pos.y or player_positions[player_name]["z"] ~= rounded_pos.z) then -- wenn Position geänder, dann altes Licht löschen local old_pos = {x=player_positions[player_name]["x"], y=player_positions[player_name]["y"], z=player_positions[player_name]["z"]} -- Neuberechnung des Lichts erzwingen local is_light = minetest.env:get_node_or_nil(old_pos) if is_light ~= nil and is_light.name == "walking_light:light" then minetest.env:add_node(old_pos,{type="node",name="default:cobble"}) minetest.env:add_node(old_pos,{type="node",name="air"}) end end -- gemerkte Position ist nun die gerundete neue Position player_positions[player_name]["x"] = rounded_pos.x player_positions[player_name]["y"] = rounded_pos.y player_positions[player_name]["z"] = rounded_pos.z end last_wielded[player_name] = wielded_item; elseif last_wielded[player_name] == "default:torch" or last_wielded[player_name] == "walking_light:pick_mese" then -- Fackel nicht in der Hand, aber beim letzten Durchgang war die Fackel noch in der Hand local pos = player:getpos() local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)} repeat local is_light = minetest.env:get_node_or_nil(rounded_pos) if is_light ~= nil and is_light.name == "walking_light:light" then -- minetest.env:remove_node(rounded_pos) -- Erzwinge Neuberechnung des Lichts minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"}) minetest.env:add_node(rounded_pos,{type="node",name="air"}) end until minetest.env:get_node_or_nil(rounded_pos) ~= "walking_light:light" local old_pos = {x=player_positions[player_name]["x"], y=player_positions[player_name]["y"], z=player_positions[player_name]["z"]} repeat is_light = minetest.env:get_node_or_nil(old_pos) if is_light ~= nil and is_light.name == "walking_light:light" then -- minetest.env:remove_node(old_pos) -- Erzwinge Neuberechnung des Lichts minetest.env:add_node(old_pos,{type="node",name="default:cobble"}) minetest.env:add_node(old_pos,{type="node",name="air"}) end until minetest.env:get_node_or_nil(old_pos) ~= "walking_light:light" last_wielded[player_name] = wielded_item end end end) minetest.register_node("walking_light:light", { drawtype = "glasslike", tile_images = {"walking_light.png"}, -- tile_images = {"walking_light_debug.png"}, inventory_image = minetest.inventorycube("walking_light.png"), paramtype = "light", walkable = false, is_ground_content = true, light_propagates = true, sunlight_propagates = true, light_source = 14, selection_box = { type = "fixed", fixed = {0, 0, 0, 0, 0, 0}, }, }) minetest.register_tool("walking_light:pick_mese", { description = "Mese Pickaxe with light", inventory_image = "walking_light_mesepick.png", wield_image = "default_tool_mesepick.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=3, groupcaps={ cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3} } }, }) minetest.register_craft({ output = 'walking_light:pick_mese', recipe = { {'default:torch'}, {'default:pick_mese'}, } })