local init = os.clock() 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.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, y=math.floor(pos.y/mcl_fire.D)*mcl_fire.D, z=math.floor(pos.z/mcl_fire.D)*mcl_fire.D, } local p1 = { x=p0.x+mcl_fire.D-1, y=p0.y+mcl_fire.D-1, z=p0.z+mcl_fire.D-1 } return p0, p1 end function mcl_fire.update_sounds_around(pos) 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 flames_p = minetest.find_nodes_in_area(p0, p1, {"mcl_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=1.5} elseif #flames_p > 0 then wanted_sound = {name="fire_small", gain=1.5} end local p0_hash = minetest.hash_node_position(p0) local sound = mcl_fire.sounds[p0_hash] if not sound then if should_have_sound then mcl_fire.sounds[p0_hash] = { handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}), name = wanted_sound.name, } end else if not wanted_sound then minetest.sound_stop(sound.handle) mcl_fire.sounds[p0_hash] = nil elseif sound.name ~= wanted_sound.name then minetest.sound_stop(sound.handle) mcl_fire.sounds[p0_hash] = { handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}), name = wanted_sound.name, } 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)) mcl_fire.update_sounds_around(pos) end function mcl_fire.find_pos_for_flame_around(pos) 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({ nodenames = {"group:flammable"}, neighbors = {"group:igniter"}, interval = 1, chance = 2, action = function(p0, node, _, _) -- If there is water or stuff like that around flame, don't ignite if mcl_fire.flame_should_extinguish(p0) then return end local p = mcl_fire.find_pos_for_flame_around(p0) if p then minetest.set_node(p, {name="mcl_fire:basic_flame"}) mcl_fire.on_flame_add_at(p) end end, }) -- Rarely ignite things from far minetest.register_abm({ nodenames = {"group:igniter"}, neighbors = {"air"}, interval = 2, 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 mcl_fire.flame_should_extinguish(p) then return end 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 -- remove flame minetest.remove_node(p0) mcl_fire.on_flame_remove_at(p0) end end, }) -- -- Flint and Steel -- function mcl_fire.set_fire(pointed_thing) 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 minetest.add_node(pointed_thing.above, {name="mcl_fire:basic_flame"}) end end -- -- Fire Particles -- 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()).."/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))