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Add server lag tracking to mcl_player global step, maintain an index of lightning attractors in mod storage for mcl_lightning_rods and use this instead of minetest.find_node_near during lightning strikes, modify node definition to allow for additional lightning attractors
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3 changed files with 234 additions and 10 deletions
194
mods/ITEMS/mcl_lightning_rods/api.lua
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194
mods/ITEMS/mcl_lightning_rods/api.lua
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@ -0,0 +1,194 @@
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local storage = minetest.get_mod_storage()
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local mod = mcl_lightning_rods
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local BLOCK_SIZE = 64
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-- Helper functions
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function vector_floor(v)
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return vector.new( math.floor(v.x), math.floor(v.y), math.floor(v.z) )
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end
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function vector_min(a,b)
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return vector.new( math.min(a.x,b.x), math.min(a.y,b.y), math.min(a.z,b.z) )
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end
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function vector_max(a,b)
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return vector.new( math.max(a.x,b.x), math.max(a.y,b.y), math.max(a.z,b.z) )
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end
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local function read_voxel_area(pos1, pos2)
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(pos1, pos2)
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local data = vm:get_data()
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local area = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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return vm,data,area
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end
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local function load_index(x,y,z)
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local idx_key = string.format("%d-%d,%d,%d",BLOCK_SIZE,x,y,z)
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local idx_str = storage:get_string(idx_key)
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if idx_str and idx_str ~= "" then
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local idx = minetest.deserialize(idx_str)
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return idx
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end
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return {}
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end
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local function load_index_vector(pos)
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return load_index(pos.x,pos.y,pos.z)
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end
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local function save_index(x,y,z, idx)
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local idx_str = minetest.serialize(idx)
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local idx_key = string.format("%d-%d,%d,%d",BLOCK_SIZE,x,y,z)
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storage:set_string(idx_key, idx_str)
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end
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local function save_index_vector(pos, idx)
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return save_index(pos.x,pos.y,pos.z, idx)
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end
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-- Remove duplicates and verify all locations have a lightning attractor present
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local function clean_index(idx, drop)
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local new_idx = {}
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local exists = {}
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for _,p in ipairs(idx) do
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local key = string.format("%d,%d,%d",p.x,p.y,p.z)
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if not exists[key] then
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exists[key] = true
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local node = minetest.get_node(p)
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if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 or (drop and vector.distance(p,drop) < 0.1 ) then
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new_idx[#new_idx + 1] = p
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end
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end
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end
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return new_idx
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end
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function mod.find_attractors_in_area(pos1, pos2)
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-- Normalize the search area into large, regular blocks
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local pos1_r = vector_floor(pos1 / BLOCK_SIZE)
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local pos2_r = vector_floor(pos2 / BLOCK_SIZE)
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local min = vector_min(pos1_r, pos2_r)
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local max = vector_max(pos1_r, pos2_r)
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local results = {}
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for z = min.z,max.z do
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for y = min.y,max.y do
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for x = min.x,max.x do
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local idx = load_index(x,y,z)
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-- Make sure every indexed position actually has a lightning attractor present
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for _,pos in ipairs(idx) do
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local node = minetest.get_node(pos)
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if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 then
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results[#results + 1] = pos
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end
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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 results
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end
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local function find_closest_position_in_list(pos, list)
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local dist = nil
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local best = nil
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for _,p in ipairs(list) do
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local p_dist = vector.distance(p,pos)
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if not dist or p_dist < dist then
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dist = p_dist
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best = p
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end
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end
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return best
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end
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function mod.find_closest_attractor(pos, search_size)
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local attractor_positions = mod.find_attractors_in_area(
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vector.offset(pos, -search_size, -search_size, -search_size),
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vector.offset(pos, search_size, search_size, search_size)
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)
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return find_closest_position_in_list(pos, attractor_positions)
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end
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function mod.unregister_lightning_attractor(pos)
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-- Verify the node no longer attracts lightning
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local node = minetest.get_node(pos)
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if minetest.get_item_group(node.name, "attracts_lightning") ~= 0 then return end
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-- Get the existing index data (if any)
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local pos_r = vector_floor(pos / BLOCK_SIZE)
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local idx = load_index_vector(pos_r)
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-- Clean the index and drop this node
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idx = clean_index(idx, pos)
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save_index_vector(pos_r, idx)
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end
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function mod.register_lightning_attractor(pos)
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-- Verify the node attracts lightning
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local node = minetest.get_node(pos)
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if minetest.get_item_group(node.name, "attracts_lightning") == 0 then return end
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-- Get the existing index data (if any)
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local pos_r = vector_floor(pos / BLOCK_SIZE)
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local idx = load_index_vector(pos_r)
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for _,p in ipairs(idx) do
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-- Don't need to change anything if the rod is already registered
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if vector.distance(p,pos) < 0.1 then return end
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end
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-- Add and save the rod position
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idx[#idx + 1] = pos
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-- Clean and save the index data
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clean_index(idx)
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save_index_vector(pos_r, idx)
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end
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-- Constants used for content id index
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local IS_ATTRACTOR = {}
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local IS_NOT_ATTRACTOR = {}
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function mod.index_block(pos)
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local pos_r = vector_floor(pos1 / BLOCK_SIZE)
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local pos1 = vector.multiply(pos_r,BLOCK_SIZE)
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local pos2 = vector.offset(pos,BLOCK_SIZE - 1,BLOCK_SIZE - 1,BLOCK_SIZE - 1)
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-- We are completely rebuilding the index data so there is no nead to load
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-- the existing data
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local idx = {}
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-- Setup voxel manipulator
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local vm,data,area = read_voxel_area()
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-- Indexes to speed things up
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local cid_attractors = {}
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-- Iterate over the area and look for lightning attractors
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local minx = pos1.x
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local maxx = pos1.x
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for z = pos1.z,pos2.z do
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for y = pos1.y,pos2.y do
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for x = minx,maxx do
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local vi = area:index(x,y,z)
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local cid = data[vi]
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local attr = cid_attractors[cid]
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if attr then
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if attr == IS_ATTRACTOR then
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idx[#idx + 1] = vector.new(x,y,z)
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end
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else
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-- Lookup data and cache for later
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local name = minetest.get_name_from_content_id(cid)
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if minetest.get_item_group(name, "attracts_lightning") then
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cid_attractors = IS_ATTRACTOR
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idx[#idx + 1] = vector.new(x,y,z)
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else
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cid_attractors = IS_NOT_ATTRACTOR
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end
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end
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end
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end
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end
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-- Save for later use
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save_index_vector(pos_r, idx)
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end
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@ -1,5 +1,12 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local S = minetest.get_translator("mcl_lightning_rods")
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mcl_lightning_rods = {}
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local mod = mcl_lightning_rods
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dofile(modpath.."/api.lua")
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---@type nodebox
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local cbox = {
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type = "fixed",
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@ -59,6 +66,17 @@ local rod_def = {
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return minetest.item_place(itemstack, placer, pointed_thing, param2)
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end,
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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mod.register_lightning_attractor(pos)
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end,
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after_destruct = function(pos, oldnode)
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mod.unregister_lightning_attractor(pos)
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end,
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_on_lightning_strike = function(pos, node)
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minetest.set_node(pos, { name = "mcl_lightning_rods:rod_powered", param2 = node.param2 })
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mesecon.receptor_on(pos, mesecon.rules.alldirs)
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minetest.get_node_timer(pos):start(0.4)
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end,
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_mcl_blast_resistance = 6,
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_mcl_hardness = 3,
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@ -92,21 +110,21 @@ end
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minetest.register_node("mcl_lightning_rods:rod_powered", rod_def_a)
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lightning.register_on_strike(function(pos, pos2, objects)
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local lr = minetest.find_node_near(pos, 128, { "group:attracts_lightning" }, true)
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local lr = mod.find_closest_attractor(pos, 64)
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if not lr then return end
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if lr then
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-- Make sure this possition attracts lightning
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local node = minetest.get_node(lr)
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if minetest.get_item_group(node.name, "attracts_lightning") == 0 then return end
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if node.name == "mcl_lightning_rods:rod" then
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minetest.set_node(lr, { name = "mcl_lightning_rods:rod_powered", param2 = node.param2 })
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mesecon.receptor_on(lr, mesecon.rules.alldirs)
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minetest.get_node_timer(lr):start(0.4)
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end
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-- Allow the node to process a lightning strike
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local nodedef = minetest.registered_nodes[node.name]
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if nodedef and nodedef._on_lightning_strike then
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nodedef._on_lightning_strike(lr, node)
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end
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return lr, nil
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return lr
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end)
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minetest.register_craft({
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@ -117,3 +135,10 @@ minetest.register_craft({
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{ "", "mcl_copper:copper_ingot", "" },
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},
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})
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minetest.register_lbm({
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name = "mcl_lightning_rods:index_rods",
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nodenames = {"mcl_lightning_rods:rod","mcl_lightning_rods:rod_powered"},
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action = function(pos, node)
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mod.register_lightning_attractor(pos)
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end
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})
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@ -213,6 +213,11 @@ local player_attached = mcl_player.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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-- Track server lag greater than 110ms
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if dtime > 0.11 then
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minetest.log("warning", "Timestep greater than 110ms("..tostring(math.floor(dtime*1000)).." ms), server lag detected")
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end
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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