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Disable torch wieldlight

objects
Wuzzy 2017-01-05 05:22:19 +01:00
parent 04f28c1be5
commit bba1d08eac
1 changed files with 0 additions and 130 deletions

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@ -98,133 +98,3 @@ minetest.register_lbm({
end
})
--
-- torch wield light
--
if not minetest.is_yes(minetest.setting_get("torches_wieldlight_enable") or true) then
return
end
local torchlight_update_interval = minetest.setting_get("torches_wieldlight_interval") or 0.25
minetest.register_node("torches:torchlight", {
drawtype = "airlike",
groups = {not_in_creative_inventory = 1},
walkable = false,
paramtype = "light",
sunlight_propagates = true,
light_source = 11,
pointable = false,
buildable_to = true,
drops = {},
})
-- state tables
local torchlight = {}
local playerlist = {}
local function wields_torch(player)
if not player then
return false
end
local item = player:get_wielded_item()
if not item then
return false
end
return item:get_name() == "default:torch"
end
local function wielded_torch(name)
if not torchlight[name] then
return false
end
return true
end
local function is_torchlight(pos)
local node = minetest.get_node(pos)
return node.name == "torches:torchlight"
end
local function remove_torchlight(pos)
if is_torchlight(pos) then
minetest.swap_node(pos, {name = "air"})
end
end
local function place_torchlight(pos)
local name = minetest.get_node(pos).name
if name == "torches:torchlight" then
return true
end
if (minetest.get_node_light(pos) or 0) > 11 then
-- no reason to place torch here, so save a bunch
-- of node updates this way
return false
end
if name == "air" then
minetest.swap_node(pos, {name = "torches:torchlight"})
return true
end
return false
end
local function get_torchpos(player)
return vector.add({x = 0, y = 1, z = 0}, vector.round(player:getpos()))
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
playerlist[name] = true
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
-- don't look at wielded() here, it's likely invalid
if torchlight[name] then
remove_torchlight(torchlight[name])
torchlight[name] = nil
end
playerlist[name] = nil
end)
minetest.register_on_shutdown(function()
for i, _ in pairs(torchlight) do
remove_torchlight(torchlight[i])
end
end)
local function update_torchlight(dtime)
for name, _ in pairs(playerlist) do
local player = minetest.get_player_by_name(name)
local wielded = wielded_torch(name)
local wields = wields_torch(player)
if not wielded and wields then
local torchpos = get_torchpos(player)
if place_torchlight(torchpos) then
torchlight[name] = vector.new(torchpos)
end
elseif wielded and not wields then
remove_torchlight(torchlight[name])
torchlight[name] = nil
elseif wielded and wields then
local torchpos = get_torchpos(player)
if not vector.equals(torchpos, torchlight[name]) or
not is_torchlight(torchpos) then
if place_torchlight(torchpos) then
remove_torchlight(torchlight[name])
torchlight[name] = vector.new(torchpos)
elseif vector.distance(torchlight[name], torchpos) > 2 then
-- player went into some node
remove_torchlight(torchlight[name])
torchlight[name] = nil
end
end
end
end
minetest.after(torchlight_update_interval, update_torchlight)
end
minetest.after(torchlight_update_interval, update_torchlight)