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Fire: Slow down fire spread and reduce lua load
Increase chance value of ABMs
Disable ignition from a distance
Only detect neighbouring extinguishing nodes
Fix code style issues and add comments
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paramat committed Aug 20, 2015
1 parent 3740efb commit 2392842
Showing 1 changed file with 63 additions and 25 deletions.
88 changes: 63 additions & 25 deletions mods/fire/init.lua
@@ -1,17 +1,23 @@
-- minetest/fire/init.lua

-- Global namespace for functions

fire = {}


-- Register flame node

minetest.register_node("fire:basic_flame", {
description = "Fire",
drawtype = "firelike",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
name = "fire_basic_flame_animated.png",
animation = {type = "vertical_frames",
aspect_w = 16, aspect_h = 16, length = 1},
}},
inventory_image = "fire_basic_flame.png",
light_source = 14,
groups = {igniter=2,dig_immediate=3},
groups = {igniter = 2, dig_immediate = 3},
drop = '',
walkable = false,
buildable_to = true,
Expand All @@ -29,44 +35,55 @@ minetest.register_node("fire:basic_flame", {
on_blast = function() end,
})

fire.D = 6

-- 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

function fire.get_area_p0p1(pos)
local p0 = {
x=math.floor(pos.x/fire.D)*fire.D,
y=math.floor(pos.y/fire.D)*fire.D,
z=math.floor(pos.z/fire.D)*fire.D,
x = math.floor(pos.x / fire.D) * fire.D,
y = math.floor(pos.y / fire.D) * fire.D,
z = math.floor(pos.z / fire.D) * fire.D,
}
local p1 = {
x=p0.x+fire.D-1,
y=p0.y+fire.D-1,
z=p0.z+fire.D-1
x = p0.x + fire.D - 1,
y = p0.y + fire.D - 1,
z = p0.z + fire.D - 1
}
return p0, p1
end


-- Update fire sounds in sound area of position

function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(pos)
local cp = {x=(p0.x+p1.x)/2, y=(p0.y+p1.y)/2, z=(p0.z+p1.z)/2}
local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p)
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 = 1.5}
elseif #flames_p > 0 then
wanted_sound = {name="fire_small", gain=1.5}
wanted_sound = {name = "fire_small", gain = 1.5}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
if not sound then
if should_have_sound then
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
Expand All @@ -77,53 +94,71 @@ function fire.update_sounds_around(pos)
elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, max_hear_distance = 16, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
end
end


-- Update fire sounds on flame node construct or destruct

function fire.on_flame_add_at(pos)
fire.update_sounds_around(pos)
end


function fire.on_flame_remove_at(pos)
fire.update_sounds_around(pos)
end


-- Return positions for flames around a burning node

function fire.find_pos_for_flame_around(pos)
return minetest.find_node_near(pos, 1, {"air"})
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-2, y=pos.y, z=pos.z-2}
local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
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)
end


-- Ignite neighboring nodes

minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 5,
chance = 2,
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"})
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})


-- Rarely ignite things from far

--[[ Currently disabled to reduce the chance of uncontrollable spreading
fires that disrupt servers. Also for less lua processing load.
minetest.register_abm({
nodenames = {"group:igniter"},
neighbors = {"air"},
Expand All @@ -143,33 +178,36 @@ minetest.register_abm({
end
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name="fire:basic_flame"})
minetest.set_node(p2, {name = "fire:basic_flame"})
end
end
end,
})
--]]
-- Remove flammable nodes and flame
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 3,
chance = 2,
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
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
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
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