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replace globalstep with abm

This commit is contained in:
chmodsayshello 2023-04-04 21:57:28 +02:00 committed by ancientmarinerdev
parent 6c99a63419
commit 198eb630e1
1 changed files with 53 additions and 1 deletions

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@ -178,6 +178,24 @@ local function beacon_blockcheck(pos)
end end
end end
local function is_obstructed(pos) --also removes beacon beam if true
for y=pos.y+1, pos.y+100 do
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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
if nodename ~="mcl_beacons:beacon_beam" then
if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
remove_beacon_beam(pos)
return true
end
end
end
end
return false
end
local function effect_player(effect,pos,power_level, effect_level,player) local function effect_player(effect,pos,power_level, effect_level,player)
local distance = vector.distance(player:get_pos(), pos) local distance = vector.distance(player:get_pos(), pos)
if distance > (power_level+1)*10 then return end if distance > (power_level+1)*10 then return end
@ -192,6 +210,7 @@ local function effect_player(effect,pos,power_level, effect_level,player)
end end
end end
--[[
local function globalstep_function(pos,player) local function globalstep_function(pos,player)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local power_level = beacon_blockcheck(pos) local power_level = beacon_blockcheck(pos)
@ -219,6 +238,25 @@ local function globalstep_function(pos,player)
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player) effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),player)
end end
end end
--]]
local function abm_func(pos)
local meta = minetest.get_meta(pos)
local power_level = beacon_blockcheck(pos)
local effect_string = meta:get_string("effect")
if meta:get_int("effect_level") == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :Pi
return
end
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, (power_level+1)*10)) do
if obj:is_player() then
if not is_obstructed(pos) then
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),obj)
end
end
end
end
minetest.register_node("mcl_beacons:beacon", { minetest.register_node("mcl_beacons:beacon", {
description = S"Beacon", description = S"Beacon",
@ -330,7 +368,8 @@ minetest.register_node("mcl_beacons:beacon", {
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index}) minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
end end
end end
globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it abm_func(pos) --call it once outside the globalstep so the player gets the effect right after selecting it
--globalstep_function(pos,sender)--call it once outside the globalstep so the player gets the effect right after selecting it
end end
end end
end, end,
@ -354,6 +393,7 @@ end
local timer = 0 local timer = 0
--[[
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
timer = timer + dtime timer = timer + dtime
if timer >= 3 then if timer >= 3 then
@ -367,6 +407,7 @@ minetest.register_globalstep(function(dtime)
timer = 0 timer = 0
end end
end) end)
--]]
minetest.register_abm{ minetest.register_abm{
@ -392,6 +433,17 @@ minetest.register_abm{
end, end,
} }
minetest.register_abm{
label="apply beacon effects to players",
nodenames = {"mcl_beacons:beacon"},
interval = 3,
chance = 1,
action = function(pos)
abm_func(pos) -- for some FUC**** reason I can't just say abm_func directly, so this is a dirty workaround
end,
}
minetest.register_craft({ minetest.register_craft({
output = "mcl_beacons:beacon", output = "mcl_beacons:beacon",
recipe = { recipe = {