forked from VoxeLibre/VoxeLibre
check if there are no blocks above beacons
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@ -7,7 +7,6 @@ Valid strings:
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regeneration
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regeneration
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]]--
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]]--
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--TODO: add beacon beam
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--TODO: add beacon beam
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--TODO: beacons should only work when there are no blocks (few exceptions) above them!
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--TODO: add translation
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--TODO: add translation
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@ -85,7 +84,6 @@ local function effect_player(effect,pos,power_level, effect_level)
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end
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end
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end
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end
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local function globalstep_function(pos)
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local function globalstep_function(pos)
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local meta = minetest.get_meta(pos)
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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 power_level = beacon_blockcheck(pos)
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@ -93,11 +91,20 @@ local function globalstep_function(pos)
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if meta:get_int("effect_level") == 2 and power_level < 4 then
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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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return
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else
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else
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local obstructed = false
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for y=pos.y+1, pos.y+301 do
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if y >= 31000 then return end
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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 ~= "ignore" then --ignore means not loaded, let's just assume that's air
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obstructed = true
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return
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end
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end
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if obstructed then return end
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"))
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"))
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end
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end
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end
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end
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minetest.register_node("mcl_beacons:beacon", {
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minetest.register_node("mcl_beacons:beacon", {
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--glasslike drawtype?
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--glasslike drawtype?
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description = "Beacon",
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description = "Beacon",
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