Slightly optimize fire ignition by lava and make it more MC-like
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@ -5,6 +5,29 @@ mcl_fire = {}
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local S = minetest.get_translator("mcl_fire")
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local N = function(s) return s end
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-- inverse pyramid pattern above lava source, floor 1 of 2:
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local lava_fire=
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{
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{ x =-1, y = 1, z =-1},
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{ x =-1, y = 1, z = 0},
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{ x =-1, y = 1, z = 1},
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{ x = 0, y = 1, z =-1},
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{ x = 0, y = 1, z = 0},
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{ x = 0, y = 1, z = 1},
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{ x = 1, y = 1, z =-1},
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{ x = 1, y = 1, z = 0},
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{ x = 1, y = 1, z = 1}
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}
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local alldirs=
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{
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{ x =-1, y = 0, z = 0},
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{ x = 1, y = 0, z = 0},
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{ x = 0, y =-1, z = 0},
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{ x = 0, y = 1, z = 0},
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{ x = 0, y = 0, z =-1},
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{ x = 0, y = 0, z = 1}
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}
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local spawn_smoke = function(pos)
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mcl_particles.add_node_particlespawner(pos, {
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amount = 0.1,
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@ -402,6 +425,18 @@ minetest.register_abm({
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-- Enable the following ABMs according to 'enable fire' setting
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local function has_flammable(pos)
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local npos, node
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for n, v in ipairs(alldirs) do
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npos = vector.add(pos, v)
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node = minetest.get_node_or_nil(npos)
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if node and node.name and minetest.get_item_group(node.name, "flammable") ~= 0 then
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return npos
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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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if not fire_enabled then
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-- Occasionally remove fire if fire disabled
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@ -417,39 +452,58 @@ if not fire_enabled then
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else -- Fire enabled
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-- Set fire to air nodes (inverse pyramid pattern) above lava source
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-- Set fire to air nodes
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minetest.register_abm({
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label = "Ignite fire by lava",
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nodenames = {"group:lava"},
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neighbors = {"air"},
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interval = 7,
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chance = 2,
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chance = 3,
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catch_up = false,
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action = function(pos)
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local node = minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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-- Check if liquid source node
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if def and def.liquidtype ~= "source" then
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local i, dir, target, node, i2, f
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i = math.random(1,9)
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dir = lava_fire[i]
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target = {x=pos.x+dir.x, y=pos.y+dir.y, z=pos.z+dir.z}
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node = minetest.get_node(target)
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if not node or node.name ~= "air" then
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i = ((i + math.random(0,7)) % 9) + 1
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dir = lava_fire[i]
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target = {x=pos.x+dir.x, y=pos.y+dir.y, z=pos.z+dir.z}
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node = minetest.get_node(target)
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if not node or node.name ~= "air" then
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return
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end
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local function try_ignite(airs)
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while #airs > 0 do
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local r = math.random(1, #airs)
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if minetest.find_node_near(airs[r], 1, {"group:flammable"}) then
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spawn_fire(airs[r])
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return true
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else
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table.remove(airs, r)
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end
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i2 = math.random(1,15)
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if i2 < 10 then
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local dir2, target2, node2
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dir2 = lava_fire[i2]
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target2 = {x=target.x+dir2.x, y=target.y+dir2.y, z=target.z+dir2.z}
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node2 = minetest.get_node(target2)
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if node2 and node2.name == "air" then
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f = has_flammable(target2)
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if f then
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minetest.after(1, spawn_fire, {x=target2.x, y=target2.y, z=target2.z})
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minetest.add_particle({
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pos = vector.new({x=pos.x, y=pos.y+0.5, z=pos.z}),
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velocity={x=f.x-pos.x, y=math.max(f.y-pos.y,0.7), z=f.z-pos.z},
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expirationtime=1, size=1.5, collisiondetection=false,
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glow=minetest.LIGHT_MAX, texture="mcl_particles_flame.png"
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})
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return
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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 airs1 = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y+1, z=pos.z-1}, {x=pos.x+1, y=pos.y+1, z=pos.z+1}, {"air"})
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local h = math.random(1, 2)
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if h == 2 and #airs1 > 0 then
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local airs2 = minetest.find_nodes_in_area({x=pos.x-2, y=pos.y+2, z=pos.z-2}, {x=pos.x+2, y=pos.y+2, z=pos.z+2}, {"air"})
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try_ignite(airs2)
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else
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try_ignite(airs1)
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f = has_flammable(target)
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if f then
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minetest.after(1, spawn_fire, {x=target.x, y=target.y, z=target.z})
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minetest.add_particle({
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pos = vector.new({x=pos.x, y=pos.y+0.5, z=pos.z}),
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velocity={x=f.x-pos.x, y=math.max(f.y-pos.y,0.25), z=f.z-pos.z},
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expirationtime=1, size=1, collisiondetection=false,
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glow=minetest.LIGHT_MAX, texture="mcl_particles_flame.png"
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})
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end
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end,
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})
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