Merge pull request 'Migrate beacons back to abm' (#3631) from beacon-abm into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3631 Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>skelly_horse_thunder
commit
0d80f1126c
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@ -178,6 +178,22 @@ local function beacon_blockcheck(pos)
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end
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end
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local function clear_obstructed_beam(pos)
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for y=pos.y+1, pos.y+100 do
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local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
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if nodename ~="mcl_beacons:beacon_beam" then
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if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
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remove_beacon_beam(pos)
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return true
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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 false
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end
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local function effect_player(effect,pos,power_level, effect_level,player)
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local distance = vector.distance(player:get_pos(), pos)
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if distance > (power_level+1)*10 then return end
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@ -192,31 +208,25 @@ local function effect_player(effect,pos,power_level, effect_level,player)
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end
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end
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local function globalstep_function(pos,player)
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local meta = minetest.get_meta(pos)
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local power_level = beacon_blockcheck(pos)
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local effect_string = meta:get_string("effect")
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if meta:get_int("effect_level") == 2 and power_level < 4 then
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return
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else
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local obstructed = false
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for y=pos.y+1, pos.y+100 do
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local function apply_effects_to_all_players(pos)
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local meta = minetest.get_meta(pos)
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local effect_string = meta:get_string("effect")
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local effect_level = meta:get_int("effect_level")
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local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
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if nodename ~="mcl_beacons:beacon_beam" then
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if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
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obstructed = true
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remove_beacon_beam(pos)
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return
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end
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end
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end
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end
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if obstructed then
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return
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end
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
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local power_level = beacon_blockcheck(pos)
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if effect_level == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :P
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return
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end
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local beacon_distance = (power_level + 1) * 10
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for _, player in pairs(minetest.get_connected_players()) do
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if vector.distance(pos, player:get_pos()) <= beacon_distance then
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if not clear_obstructed_beam(pos) then
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effect_player(effect_string, pos, power_level, effect_level, player)
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end
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end
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end
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end
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@ -330,7 +340,7 @@ minetest.register_node("mcl_beacons:beacon", {
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minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
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end
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end
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globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
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apply_effects_to_all_players(pos) --call it once outside the globalstep so the player gets the effect right after selecting it
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end
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end
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end,
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@ -352,23 +362,6 @@ function register_beaconfuel(itemstring)
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table.insert(beacon_fuellist, itemstring)
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 3 then
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_pos = player:get_pos()
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local pos_list = minetest.find_nodes_in_area({x=player_pos.x-50, y=player_pos.y-50, z=player_pos.z-50}, {x=player_pos.x+50, y=player_pos.y+50, z=player_pos.z+50},"mcl_beacons:beacon")
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for _, pos in ipairs(pos_list) do
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globalstep_function(pos,player)
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end
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end
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timer = 0
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end
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end)
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minetest.register_abm{
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label="update beacon beam",
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nodenames = {"mcl_beacons:beacon_beam"},
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@ -392,6 +385,16 @@ minetest.register_abm{
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end,
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}
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minetest.register_abm{
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label="apply beacon effects to players",
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nodenames = {"mcl_beacons:beacon"},
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interval = 3,
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chance = 1,
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action = function(pos)
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apply_effects_to_all_players(pos)
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end,
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}
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minetest.register_craft({
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output = "mcl_beacons:beacon",
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recipe = {
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