0
0
Fork 0

Burnout rs torch if it changes state too often

This commit is contained in:
Wuzzy 2018-01-22 23:51:44 +01:00
parent eacda330eb
commit da2fbed4c2
2 changed files with 77 additions and 11 deletions

View File

@ -99,8 +99,8 @@ minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode) minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits -- Overheating service for fast circuits
local OVERHEAT_MAX = mesecon.setting("overheat_max", 20) local OVERHEAT_MAX = mesecon.setting("overheat_max", 8)
local COOLDOWN_TIME = mesecon.setting("cooldown_time", 2.0) local COOLDOWN_TIME = mesecon.setting("cooldown_time", 3.0)
local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5) local COOLDOWN_STEP = mesecon.setting("cooldown_granularity", 0.5)
local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME local COOLDOWN_MULTIPLIER = OVERHEAT_MAX / COOLDOWN_TIME
local cooldown_timer = 0.0 local cooldown_timer = 0.0

View File

@ -1,4 +1,6 @@
--MESECON TORCHES -- REDSTONE TORCHES
local TORCH_COOLOFF = 120 -- Number of seconds it takes for a burned-out torch to reactivate
local rotate_torch_rules = function (rules, param2) local rotate_torch_rules = function (rules, param2)
if param2 == 1 then if param2 == 1 then
@ -45,24 +47,65 @@ local torch_get_input_rules = function(node)
end end
end end
local torch_overheated = function(pos)
minetest.sound_play("fire_extinguish_flame", {pos = pos, gain = 0.02, max_hear_distance = 6})
minetest.add_particle({
pos = {x=pos.x, y=pos.y+0.2, z=pos.z},
velocity = {x = 0, y = 0.6, z = 0},
expirationtime = 1.2,
size = 1.5,
texture = "tnt_smoke.png",
})
local timer = minetest.get_node_timer(pos)
timer:start(TORCH_COOLOFF)
end
local torch_action_on = function(pos, node) local torch_action_on = function(pos, node)
local overheat
if node.name == "mesecons_torch:mesecon_torch_on" then if node.name == "mesecons_torch:mesecon_torch_on" then
minetest.set_node(pos, {name="mesecons_torch:mesecon_torch_off", param2=node.param2}) overheat = mesecon.do_overheat(pos)
if overheat then
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_overheated", param2=node.param2})
else
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_off", param2=node.param2})
end
mesecon.receptor_off(pos, torch_get_output_rules(node)) mesecon.receptor_off(pos, torch_get_output_rules(node))
elseif node.name == "mesecons_torch:mesecon_torch_on_wall" then elseif node.name == "mesecons_torch:mesecon_torch_on_wall" then
minetest.set_node(pos, {name="mesecons_torch:mesecon_torch_off_wall", param2=node.param2}) overheat = mesecon.do_overheat(pos)
if overheat then
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_overheated_wall", param2=node.param2})
else
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_off_wall", param2=node.param2})
end
mesecon.receptor_off(pos, torch_get_output_rules(node)) mesecon.receptor_off(pos, torch_get_output_rules(node))
end end
if overheat then
torch_overheated(pos)
end
end end
local torch_action_off = function(pos, node) local torch_action_off = function(pos, node)
if node.name == "mesecons_torch:mesecon_torch_off" then local overheat
minetest.set_node(pos, {name="mesecons_torch:mesecon_torch_on", param2=node.param2}) if node.name == "mesecons_torch:mesecon_torch_off" or node.name == "mesecons_torch:mesecon_torch_overheated" then
overheat = mesecon.do_overheat(pos)
if overheat then
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_overheated", param2=node.param2})
else
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_on", param2=node.param2})
mesecon.receptor_on(pos, torch_get_output_rules(node)) mesecon.receptor_on(pos, torch_get_output_rules(node))
elseif node.name == "mesecons_torch:mesecon_torch_off_wall" then end
minetest.set_node(pos, {name="mesecons_torch:mesecon_torch_on_wall", param2=node.param2}) elseif node.name == "mesecons_torch:mesecon_torch_off_wall" or node.name == "mesecons_torch:mesecon_torch_overheated_wall" then
overheat = mesecon.do_overheat(pos)
if overheat then
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_overheated_wall", param2=node.param2})
else
minetest.swap_node(pos, {name="mesecons_torch:mesecon_torch_on_wall", param2=node.param2})
mesecon.receptor_on(pos, torch_get_output_rules(node)) mesecon.receptor_on(pos, torch_get_output_rules(node))
end end
end
if overheat then
torch_overheated(pos)
end
end end
minetest.register_craft({ minetest.register_craft({
@ -98,6 +141,29 @@ mcl_torches.register_torch("mesecon_torch_off", "Redstone Torch (off)",
} }
) )
mcl_torches.register_torch("mesecon_torch_overheated", "Redstone Torch (overheated)",
nil,
nil,
"jeija_torches_off.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",
{"jeija_torches_off.png"},
0,
{dig_immediate=3, dig_by_water=1, redstone_torch=2, not_in_creative_inventory=1},
mcl_sounds.node_sound_wood_defaults(),
{
drop = "mesecons_torch:mesecon_torch_on",
_doc_items_create_entry = false,
on_timer = function(pos, elapsed)
if not mesecon.is_powered(pos) then
local node = minetest.get_node(pos)
torch_action_off(pos, node)
end
end,
}
)
mcl_torches.register_torch("mesecon_torch_on", "Redstone Torch", mcl_torches.register_torch("mesecon_torch_on", "Redstone Torch",
"A redstone torch is a redstone component which can be used to invert a redstone signal. It supplies its surrounding blocks with redstone power, except for the block it is attached to. A redstone torch is normally lit, but it can also be turned off by powering the block it is attached to. While unlit, a redstone torch does not power anything.", "A redstone torch is a redstone component which can be used to invert a redstone signal. It supplies its surrounding blocks with redstone power, except for the block it is attached to. A redstone torch is normally lit, but it can also be turned off by powering the block it is attached to. While unlit, a redstone torch does not power anything.",
[[Redstone torches can generally be placed at the side and on the top of full solid opaque blocks. The following exceptions apply: [[Redstone torches can generally be placed at the side and on the top of full solid opaque blocks. The following exceptions apply: