Import Minetest Game 0.4.15 code for: fire

- Fire spread is much slower now
- Higher code quality in general
This commit is contained in:
Wuzzy 2017-02-19 22:46:22 +01:00
parent aabb5a8d41
commit 13ec1ce743
10 changed files with 287 additions and 214 deletions

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@ -19,8 +19,13 @@ http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files Authors of media files
----------------------- -----------------------
fire_small.ogg sampled from: Muadtralk (CC BY-SA 3.0)
http://www.freesound.org/people/dobroide/sounds/4211/ fire_basic_flame_animated.png
fire_large.ogg sampled from: Dynamicell (CC BY 3.0)
http://www.freesound.org/people/Dynamicell/sounds/17548/ http://www.freesound.org/people/Dynamicell/sounds/17548/
fire_fire.*.ogg
Benboncan (CC BY 3.0)
https://www.freesound.org/people/Benboncan/sounds/66457/
fire_flint_and_steel.ogg

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@ -1,237 +1,305 @@
local init = os.clock() -- Global namespace for functions
minetest.register_node("mcl_fire:basic_flame", {
description = "Fire",
drawtype = "firelike",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=32, aspect_h=32, length=1},
}},
inventory_image = "fire_basic_flame.png",
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
groups = {igniter=2,dig_immediate=3,dig_by_water=1,not_in_creative_inventory=1},
drop = '',
walkable = false,
buildable_to = true,
damage_per_second = 4,
after_place_node = function(pos, placer)
mcl_fire.on_flame_add_at(pos)
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
mcl_fire.on_flame_remove_at(pos)
end,
})
mcl_fire = {} mcl_fire = {}
mcl_fire.D = 6
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
mcl_fire.sounds = {}
function mcl_fire.get_area_p0p1(pos)
local p0 = { --
x=math.floor(pos.x/mcl_fire.D)*mcl_fire.D, -- Items
y=math.floor(pos.y/mcl_fire.D)*mcl_fire.D, --
z=math.floor(pos.z/mcl_fire.D)*mcl_fire.D,
} -- Flame nodes
local p1 = {
x=p0.x+mcl_fire.D-1, minetest.register_node("mcl_fire:fire", {
y=p0.y+mcl_fire.D-1, description = "Fire",
z=p0.z+mcl_fire.D-1 drawtype = "firelike",
} tiles = {
return p0, p1 {
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 1,
groups = {igniter = 1, 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.get_node_timer(pos):start(math.random(30, 60))
end,
on_blast = function() -- Unaffected by explosions
end,
})
minetest.register_node("mcl_fire:eternal_fire", {
description = "Eternal Fire",
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
-- Real light level: 15 (but Minetest caps at 14)
light_source = 14,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 1,
groups = {igniter = 1, dig_immediate = 3, not_in_creative_inventory = 1},
drop = "",
on_blast = function() -- Unaffected by explosions
end,
})
--
-- Sound
--
local flame_sound = minetest.setting_getbool("flame_sound")
if flame_sound == nil then
-- Enable if no setting present
flame_sound = true
end end
function mcl_fire.update_sounds_around(pos) if flame_sound then
local p0, p1 = mcl_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 handles = {}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"mcl_fire:basic_flame"}) local timer = 0
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p) -- Parameters
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil local radius = 8 -- Flame node search radius around player
if #flames_p >= 9 then local cycle = 3 -- Cycle time for sound updates
wanted_sound = {name="fire_large", gain=1.5}
elseif #flames_p > 0 then -- Update sound for player
wanted_sound = {name="fire_small", gain=1.5}
function mcl_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,
{"mcl_fire:fire", "mcl_fire:eternal_fire"}
)
-- Total number of flames in radius
local flames = (num["mcl_fire:fire"] or 0) +
(num["mcl_fire:eternal_fire"] or 0)
-- Stop previous sound
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end end
local p0_hash = minetest.hash_node_position(p0) -- If flames
local sound = mcl_fire.sounds[p0_hash] if flames > 0 then
if not sound then -- Find centre of flame positions
if should_have_sound then local fposmid = fpos[1]
mcl_fire.sounds[p0_hash] = { -- If more than 1 flame
handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}), if #fpos > 1 then
name = wanted_sound.name, 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 end
else if fposi.y > fposmax.y then
if not wanted_sound then fposmax.y = fposi.y
minetest.sound_stop(sound.handle) end
mcl_fire.sounds[p0_hash] = nil if fposi.z > fposmax.z then
elseif sound.name ~= wanted_sound.name then fposmax.z = fposi.z
minetest.sound_stop(sound.handle) end
mcl_fire.sounds[p0_hash] = { if fposi.x < fposmin.x then
handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}), fposmin.x = fposi.x
name = wanted_sound.name, end
} if fposi.y < fposmin.y then
fposmin.y = fposi.y
end
if fposi.z < fposmin.z then
fposmin.z = fposi.z
end end
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
mcl_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 end
function mcl_fire.on_flame_add_at(pos)
--print("flame added at "..minetest.pos_to_string(pos))
mcl_fire.update_sounds_around(pos)
end
function mcl_fire.on_flame_remove_at(pos) --
--print("flame removed at "..minetest.pos_to_string(pos)) -- ABMs
mcl_fire.update_sounds_around(pos) --
end
function mcl_fire.find_pos_for_flame_around(pos) -- Extinguish all flames quickly with water, snow, ice
return minetest.find_node_near(pos, 1, {"air"})
end
function mcl_fire.flame_should_extinguish(pos)
if minetest.setting_getbool("disable_fire") then return true end
--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
return (#ps ~= 0)
end
-- Ignite neighboring nodes
minetest.register_abm({ minetest.register_abm({
label = "Extinguish flame",
nodenames = {"mcl_fire:fire", "mcl_fire:eternal_fire"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.remove_node(pos)
minetest.sound_play("fire_extinguish_flame",
{pos = pos, max_hear_distance = 16, gain = 0.15})
end,
})
-- Enable the following ABMs according to 'enable fire' setting
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
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 = minetest.remove_node,
})
else -- Fire enabled
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
label = "Ignite flame",
nodenames = {"group:flammable"}, nodenames = {"group:flammable"},
neighbors = {"group:igniter"}, neighbors = {"group:igniter"},
interval = 1, interval = 7,
chance = 2, chance = 12,
action = function(p0, node, _, _) catch_up = false,
-- If there is water or stuff like that around flame, don't ignite action = function(pos, node, active_object_count, active_object_count_wider)
if mcl_fire.flame_should_extinguish(p0) then -- If there is water or stuff like that around node, don't ignite
if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
return return
end end
local p = mcl_fire.find_pos_for_flame_around(p0) local p = minetest.find_node_near(pos, 1, {"air"})
if p then if p then
minetest.set_node(p, {name="mcl_fire:basic_flame"}) minetest.set_node(p, {name = "mcl_fire:fire"})
mcl_fire.on_flame_add_at(p)
end end
end, end,
}) })
-- Rarely ignite things from far -- Remove flammable nodes around fire
minetest.register_abm({
nodenames = {"group:igniter"}, minetest.register_abm({
neighbors = {"air"}, label = "Remove flammable nodes",
interval = 2, nodenames = {"mcl_fire:fire"},
chance = 10, neighbors = "group:flammable",
action = function(p0, node, _, _) interval = 5,
local reg = minetest.registered_nodes[node.name] chance = 18,
if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then catch_up = false,
return action = function(pos, node, active_object_count, active_object_count_wider)
end local p = minetest.find_node_near(pos, 1, {"group:flammable"})
local d = reg.groups.igniter
local p = minetest.find_node_near(p0, d, {"group:flammable"})
if p then if p then
-- If there is water or stuff like that around flame, don't ignite local flammable_node = minetest.get_node(p)
if mcl_fire.flame_should_extinguish(p) then local def = minetest.registered_nodes[flammable_node.name]
return if def.on_burn then
end def.on_burn(p)
local p2 = mcl_fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name="mcl_fire:basic_flame"})
mcl_fire.on_flame_add_at(p2)
end
end
end,
})
-- Remove flammable nodes and flame
minetest.register_abm({
nodenames = {"mcl_fire:basic_flame"},
interval = 1,
chance = 2,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, remove flame
if mcl_fire.flame_should_extinguish(p0) then
minetest.remove_node(p0)
mcl_fire.on_flame_remove_at(p0)
return
end
-- Make the following things rarer
if math.random(1,3) == 1 then
return
end
-- If there are no flammable nodes around flame, remove flame
if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
minetest.remove_node(p0)
mcl_fire.on_flame_remove_at(p0)
return
end
if math.random(1,3) == 1 then
-- remove a flammable node around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
-- If there is water or stuff like that around flame, don't remove
if mcl_fire.flame_should_extinguish(p0) then
return
end
minetest.remove_node(p)
core.check_for_falling(p)
end
else else
-- remove flame minetest.remove_node(p)
minetest.remove_node(p0) minetest.check_for_falling(p)
mcl_fire.on_flame_remove_at(p0) end
end end
end, end,
}) })
-- end
-- Flint and Steel
--
function mcl_fire.set_fire(pointed_thing) -- Set pointed_thing on fire
mcl_fire.set_fire = function(pointed_thing)
local n = minetest.get_node(pointed_thing.above) local n = minetest.get_node(pointed_thing.above)
if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then if n.name ~= "" and n.name == "air" and not minetest.is_protected(pointed_thing.above, "fire") then
minetest.add_node(pointed_thing.above, {name="mcl_fire:basic_flame"}) minetest.add_node(pointed_thing.above, {name="mcl_fire:fire"})
end end
end end
-- minetest.register_alias("mcl_fire:basic_flame", "mcl_fire:fire")
-- Fire Particles minetest.register_alias("fire:basic_flame", "mcl_fire:fire")
-- minetest.register_alias("fire:permanent_flame", "mcl_fire:eternal_flame")
function mcl_fire.add_fire(pos)
local null = {x=0, y=0, z=0}
pos.y = pos.y+0.19
minetest.add_particle({
pos = pos,
velocity = null,
acceleration = null,
expirationtime = 1.1,
size = 1.5,
collisiondetection = true,
texture = "default_fire_particle"..tostring(math.random(1,2)) ..".png"
})
pos.y = pos.y +0.01
minetest.add_particle({
pos = pos,
velocity = null,
acceleration = null,
expirationtime = 0.8,
size = 1.5,
collisiondetection = true,
texture = "default_fire_particle"..tostring(math.random(1,2)) ..".png"
})
end
dofile(minetest.get_modpath(minetest.get_current_modname()).."/flint_and_steel.lua") dofile(minetest.get_modpath(minetest.get_current_modname()).."/flint_and_steel.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()).."/fire_charge.lua") dofile(minetest.get_modpath(minetest.get_current_modname()).."/fire_charge.lua")
local time_to_load= os.clock() - init
print(string.format("[MOD] "..minetest.get_current_modname().." loaded in %.4f s", time_to_load))

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