2020-03-30 22:41:58 +02:00
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local players = {}
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local player_positions = {}
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local last_wielded = {}
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function round(num)
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return math.floor(num + 0.5)
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end
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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table.insert(players, player_name)
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last_wielded[player_name] = player:get_wielded_item():get_name()
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2020-03-30 22:43:46 +02:00
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local pos = player:get_pos()
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2020-03-30 22:41:58 +02:00
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local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
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local wielded_item = player:get_wielded_item():get_name()
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if wielded_item ~= "default:torch" and wielded_item ~= "light:streetlight" then
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-- Neuberechnung des Lichts erzwingen
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minetest.set_node(rounded_pos,{type="node",name="air"})
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end
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player_positions[player_name] = {}
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player_positions[player_name]["x"] = rounded_pos.x;
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player_positions[player_name]["y"] = rounded_pos.y;
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player_positions[player_name]["z"] = rounded_pos.z;
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end)
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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for i,v in ipairs(players) do
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if v == player_name then
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table.remove(players, i)
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last_wielded[player_name] = nil
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-- Neuberechnung des Lichts erzwingen
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2020-03-30 22:43:46 +02:00
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local pos = player:get_pos()
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2020-03-30 22:41:58 +02:00
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local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
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minetest.set_node(rounded_pos,{type="node",name="air"})
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player_positions[player_name]["x"] = nil
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player_positions[player_name]["y"] = nil
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player_positions[player_name]["z"] = nil
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player_positions[player_name]["m"] = nil
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player_positions[player_name] = nil
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end
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end
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end)
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minetest.register_globalstep(function(dtime)
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for i,player_name in ipairs(players) do
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local player = minetest.get_player_by_name(player_name)
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local wielded_item = player:get_wielded_item():get_name()
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if wielded_item == "default:torch" or wielded_item == "light:streetlight" then
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-- Fackel ist in der Hand
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2020-03-30 22:43:46 +02:00
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local pos = player:get_pos()
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2020-03-30 22:41:58 +02:00
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local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
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if (last_wielded[player_name] ~= "default:torch" and last_wielded[player_name] ~= "light:streetlight") or (player_positions[player_name]["x"] ~= rounded_pos.x or player_positions[player_name]["y"] ~= rounded_pos.y or player_positions[player_name]["z"] ~= rounded_pos.z) then
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-- Fackel gerade in die Hand genommen oder zu neuem Node bewegt
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local is_air = minetest.get_node_or_nil(rounded_pos)
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if is_air == nil or (is_air ~= nil and (is_air.name == "air" or is_air.name == "walking_light:light")) then
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-- wenn an aktueller Position "air" ist, Fackellicht setzen
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minetest.set_node(rounded_pos,{type="node",name="walking_light:light"})
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end
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if (player_positions[player_name]["x"] ~= rounded_pos.x or player_positions[player_name]["y"] ~= rounded_pos.y or player_positions[player_name]["z"] ~= rounded_pos.z) then
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-- wenn Position ge<67>nder, dann altes Licht l<>schen
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local old_pos = {x=player_positions[player_name]["x"], y=player_positions[player_name]["y"], z=player_positions[player_name]["z"]}
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-- Neuberechnung des Lichts erzwingen
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local is_light = minetest.get_node_or_nil(old_pos)
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if is_light ~= nil and is_light.name == "walking_light:light" then
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minetest.set_node(old_pos,{type="node",name="air"})
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end
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end
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-- gemerkte Position ist nun die gerundete neue Position
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player_positions[player_name]["x"] = rounded_pos.x
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player_positions[player_name]["y"] = rounded_pos.y
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player_positions[player_name]["z"] = rounded_pos.z
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end
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last_wielded[player_name] = wielded_item;
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elseif last_wielded[player_name] == "default:torch" or last_wielded[player_name] == "light:streetlight" then
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-- Fackel nicht in der Hand, aber beim letzten Durchgang war die Fackel noch in der Hand
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2020-03-30 22:43:46 +02:00
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local pos = player:get_pos()
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2020-03-30 22:41:58 +02:00
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local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
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repeat
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local is_light = minetest.get_node_or_nil(rounded_pos)
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if is_light ~= nil and is_light.name == "walking_light:light" then
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-- minetest.remove_node(rounded_pos)
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-- Erzwinge Neuberechnung des Lichts
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minetest.set_node(rounded_pos,{type="node",name="air"})
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end
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until minetest.get_node_or_nil(rounded_pos) ~= "walking_light:light"
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local old_pos = {x=player_positions[player_name]["x"], y=player_positions[player_name]["y"], z=player_positions[player_name]["z"]}
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repeat
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2020-03-31 00:55:55 +02:00
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local is_light = minetest.get_node_or_nil(old_pos)
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2020-03-30 22:41:58 +02:00
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if is_light ~= nil and is_light.name == "walking_light:light" then
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-- minetest.remove_node(old_pos)
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-- Erzwinge Neuberechnung des Lichts
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minetest.set_node(old_pos,{type="node",name="air"})
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end
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until minetest.get_node_or_nil(old_pos) ~= "walking_light:light"
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last_wielded[player_name] = wielded_item
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end
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end
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end)
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minetest.register_node("walking_light:light", {
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drawtype = "airlike",
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2020-04-18 19:35:04 +02:00
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inventory_image = "walking_light_inv.png",
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wield_image = "walking_light_inv.png",
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2020-03-30 22:41:58 +02:00
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paramtype = "light",
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walkable = false,
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is_ground_content = true,
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sunlight_propagates = true,
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buildable_to = true,
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light_source = 14,
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pointable = false,
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groups = {not_in_creative_inventory=1},
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2020-04-18 19:23:24 +02:00
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drop = "",
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on_blast = function()
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end,
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2020-03-30 22:41:58 +02:00
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})
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