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Fire: Move flame extinguishing to separate faster ABM
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Add extinguish sounds (from default mod lavacooling)
'disable fire' setting extinguishes fire quickly using a dedicated ABM
'disable fire' also disables all other ABMs
Simplify flammable node removal ABM
Speed up node ignition, it was too slow
Add 'sunlight propagates = true' and 'paramtype = "light" to flame
Balance fire sounds' gain
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paramat committed Sep 4, 2015
1 parent c2307b8 commit acb0cec
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Showing 4 changed files with 86 additions and 76 deletions.
162 changes: 86 additions & 76 deletions mods/fire/init.lua
Original file line number Diff line number Diff line change
Expand Up @@ -16,11 +16,13 @@ minetest.register_node("fire:basic_flame", {
aspect_w = 16, aspect_h = 16, length = 1},
}},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 14,
groups = {igniter = 2, dig_immediate = 3},
drop = '',
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,

on_construct = function(pos)
Expand All @@ -31,21 +33,13 @@ minetest.register_node("fire:basic_flame", {
minetest.after(0, fire.on_flame_remove_at, pos)
end,

-- unaffected by explosions
on_blast = function() end,
on_blast = function() end, -- unaffected by explosions
})


-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}


-- Get sound area of position

-- size of sound areas
fire.D = 6
fire.D = 6 -- size of sound areas

function fire.get_area_p0p1(pos)
local p0 = {
Expand All @@ -62,6 +56,12 @@ function fire.get_area_p0p1(pos)
end


-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}


-- Update fire sounds in sound area of position

function fire.update_sounds_around(pos)
Expand All @@ -73,9 +73,9 @@ function fire.update_sounds_around(pos)
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil
if #flames_p >= 9 then
wanted_sound = {name = "fire_large", gain = 1.5}
wanted_sound = {name = "fire_large", gain = 0.7}
elseif #flames_p > 0 then
wanted_sound = {name = "fire_small", gain = 1.5}
wanted_sound = {name = "fire_small", gain = 0.9}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
Expand Down Expand Up @@ -125,33 +125,84 @@ end
-- Detect nearby extinguishing nodes

function fire.flame_should_extinguish(pos)
if minetest.setting_getbool("disable_fire") then return true end
--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
local p0 = {x = pos.x - 1, y = pos.y, z = pos.z - 1}
local p1 = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
return (#ps ~= 0)
return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
end


-- Ignite neighboring nodes
-- Enable ABMs according to 'disable fire' setting

minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 32,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p0) then
return
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
if minetest.setting_getbool("disable_fire") then

-- Extinguish flames quickly with dedicated ABM

minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 3,
chance = 2,
action = function(p0, node, _, _)
minetest.remove_node(p0)
end,
})

else

-- Extinguish flames quickly with water, snow, ice

minetest.register_abm({
nodenames = {"fire:basic_flame"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 2,
action = function(p0, node, _, _)
minetest.remove_node(p0)
minetest.sound_play("fire_extinguish_flame",
{pos = p0, max_hear_distance = 16, gain = 0.25})
end,
})

-- Ignite neighboring nodes

minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 16,
action = function(p0, node, _, _)
-- If there is water or stuff like that around node, don't ignite
if fire.flame_should_extinguish(p0) then
return
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})

-- Remove flames and flammable nodes

minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 5,
chance = 16,
action = function(p0, node, _, _)
-- If there are no flammable nodes around flame, remove flame
if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
minetest.remove_node(p0)
return
end
if math.random(1, 4) == 1 then
-- remove flammable nodes around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
minetest.remove_node(p)
nodeupdate(p)
end
end
end,
})

end


-- Rarely ignite things from far
Expand Down Expand Up @@ -184,44 +235,3 @@ minetest.register_abm({
end,
})
--]]


-- Remove flammable nodes and flame

minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 5,
chance = 16,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, remove flame
if fire.flame_should_extinguish(p0) then
minetest.remove_node(p0)
return
end
-- Make the following things rarer
if math.random(1, 3) == 1 then
return
end
-- If there are no flammable nodes around flame, remove flame
if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
minetest.remove_node(p0)
return
end
if math.random(1, 4) == 1 then
-- remove a flammable node around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
-- If there is water or stuff like that around flame, don't remove
if fire.flame_should_extinguish(p0) then
return
end
minetest.remove_node(p)
nodeupdate(p)
end
else
-- remove flame
minetest.remove_node(p0)
end
end,
})

Binary file added mods/fire/sounds/fire_extinguish_flame.1.ogg
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Binary file added mods/fire/sounds/fire_extinguish_flame.2.ogg
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Binary file added mods/fire/sounds/fire_extinguish_flame.3.ogg
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