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