realtest_mt5/mods/walking_light/init.lua

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Lua
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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 ge<67>nder, dann altes Licht l<>schen
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,
})