Delete 'mods/wielded_light/init.lua'
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local update_interval = 0.2
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local level_delta = 2
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local shiny_items = {}
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--- Shining API ---
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wielded_light = {}
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function wielded_light.update_light(pos, light_level)
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local around_vector = {
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{x=0, y=0, z=0},
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{x=0, y=1, z=0}, {x=0, y=-1, z=0},
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{x=1, y=0, z=0}, {x=-1, y=0, z=0},
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{x=0, y=0, z=1}, {x=0, y=0, z=1},
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}
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local do_update = false
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local old_value = 0
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local timer
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local light_pos
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for _, around in ipairs(around_vector) do
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light_pos = vector.add(pos, around)
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local name = minetest.get_node(light_pos).name
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if name == "air" and (minetest.get_node_light(light_pos) or 0) < light_level then
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do_update = true
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break
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elseif name:sub(1,13) == "wielded_light" then -- Update existing light node and timer
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old_value = tonumber(name:sub(15))
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if light_level > old_value then
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do_update = true
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else
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timer = minetest.get_node_timer(light_pos)
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local elapsed = timer:get_elapsed()
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if elapsed > (update_interval * 1.5) then
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-- The timer is set to 3x update_interval
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-- This node was not updated the last interval and may
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-- is disabled before the next step
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-- Therefore the light should be re-set to avoid flicker
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do_update = true
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end
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end
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break
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end
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end
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if do_update then
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timer = timer or minetest.get_node_timer(light_pos)
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if light_level ~= old_value then
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minetest.swap_node(light_pos, {name = "wielded_light:"..light_level})
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end
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timer:start(update_interval*3)
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end
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end
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function wielded_light.update_light_by_item(item, pos)
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local stack = ItemStack(item)
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local light_level = shiny_items[stack:get_name()]
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local itemdef = stack:get_definition()
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if not light_level and not itemdef then
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return
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end
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light_level = light_level or ((itemdef.light_source or 0) - level_delta)
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if light_level > 0 then
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wielded_light.update_light(pos, light_level)
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end
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end
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function wielded_light.register_item_light(itemname, light_level)
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shiny_items[itemname] = light_level
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end
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-- Register helper nodes
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for i=1, 14 do
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minetest.register_node("wielded_light:"..i, {
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drawtype = "airlike",
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groups = {not_in_creative_inventory = 1},
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walkable = false,
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paramtype = "light",
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sunlight_propagates = true,
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light_source = i,
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pointable = false,
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buildable_to = true,
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drops = {},
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on_timer = function(pos, elapsed)
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minetest.swap_node(pos, {name = "air"})
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end,
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})
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end
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-- Wielded item shining globalstep
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime;
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if timer < update_interval then
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return
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end
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timer = 0
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for _, player in pairs(minetest.get_connected_players()) do
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-- predict where the player will be the next time we place the light
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-- assume that on average we're slightly past 1/2 of the next interval, hence 1.5
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-- (since the scheduling is a bit behind)
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-- experimentally this also works nicely
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local pos = vector.add (
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vector.add({x = 0, y = 1, z = 0}, vector.round(player:getpos())),
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vector.round(vector.multiply(player:get_player_velocity(), update_interval * 1.5))
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)
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wielded_light.update_light_by_item(player:get_wielded_item(), pos)
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end
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end)
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-- Dropped item on_step override
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-- https://github.com/minetest/minetest/issues/6909
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local builtin_item = minetest.registered_entities["__builtin:item"]
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local item = {
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on_step = function(self, dtime)
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builtin_item.on_step(self, dtime)
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self.shining_timer = (self.shining_timer or 0) + dtime
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if self.shining_timer >= update_interval then
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self.shining_timer = 0
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local pos = self.object:get_pos()
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if pos then
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wielded_light.update_light_by_item(self.itemstring, pos)
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end
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end
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end
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}
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setmetatable(item, {__index = builtin_item})
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minetest.register_entity(":__builtin:item", item)
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---TEST
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--wielded_light.register_item_light('default:dirt', 14)
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