-- minetest/fire/init.lua -- Global namespace for functions fire = {} fire.features = { on_burn_callback = true, -- When groups.flammable node about to be burnt, calls: -- node.on_burn(position, source_node_name, action_string) -- `action_string` = "remove" -- Return: true, stops the node being removed. } -- Register flame nodes minetest.register_node("fire:basic_flame", { description = "Basic Flame", drawtype = "firelike", tiles = { { name = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "fire_basic_flame.png", paramtype = "light", light_source = 14, walkable = false, buildable_to = true, sunlight_propagates = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3}, drop = "", on_construct = function(pos) minetest.after(0, fire.on_flame_add_at, pos) end, on_destruct = function(pos) minetest.after(0, fire.on_flame_remove_at, pos) end, on_blast = function() end, -- unaffected by explosions }) minetest.register_node("fire:permanent_flame", { description = "Permanent Flame", drawtype = "firelike", tiles = { { name = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "fire_basic_flame.png", paramtype = "light", light_source = 14, walkable = false, buildable_to = true, sunlight_propagates = true, damage_per_second = 4, groups = {igniter = 2, dig_immediate = 3}, drop = "", on_blast = function() end, }) -- Get sound area of position fire.D = 6 -- size of sound areas 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, } local p1 = { x = p0.x + fire.D - 1, y = p0.y + fire.D - 1, z = p0.z + fire.D - 1 } return p0, p1 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) 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 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 = 0.7} elseif #flames_p > 0 then wanted_sound = {name = "fire_small", gain = 0.9} 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}), name = wanted_sound.name, } end else if not wanted_sound then minetest.sound_stop(sound.handle) fire.sounds[p0_hash] = nil 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}), 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) return minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) end -- Extinguish all flames quickly with water, snow, ice minetest.register_abm({ nodenames = {"fire:basic_flame", "fire:permanent_flame"}, neighbors = {"group:puts_out_fire"}, interval = 3, chance = 2, catch_up = false, action = function(position, node, _, _) minetest.remove_node(position) minetest.sound_play("fire_extinguish_flame", {pos = position, max_hear_distance = 16, gain = 0.25}) end, }) -- Enable the following ABMs according to 'disable fire' setting if minetest.setting_getbool("disable_fire") then -- Remove basic flames only minetest.register_abm({ nodenames = {"fire:basic_flame"}, interval = 7, chance = 2, catch_up = false, action = function(position, node, _, _) minetest.remove_node(position) end, }) else -- Ignite neighboring nodes, add basic flames minetest.register_abm({ nodenames = {"group:flammable"}, neighbors = {"group:igniter"}, interval = 7, chance = 16, catch_up = false, action = function(position, node, _, _) -- If there is water or stuff like that around node, don't ignite if fire.flame_should_extinguish(position) then return end local air_position = fire.find_pos_for_flame_around(position) if air_position then minetest.set_node(air_position, {name = "fire:basic_flame"}) end end, }) -- Remove basic flames and flammable nodes minetest.register_abm({ nodenames = {"fire:basic_flame"}, interval = 5, chance = 16, catch_up = false, action = function(position, node, _, _) -- If there are no flammable nodes around flame, remove flame local flammable_position = minetest.find_node_near(position, 1, {"group:flammable"}) if not flammable_position then minetest.remove_node(position) return end if math.random(1, 4) == 1 then local node_def = minetest.registered_nodes[minetest.get_node(flammable_position).name] local remove = node_def -- Used as later check to not remove Unknown nodes! if node_def and node_def.on_burn then -- Allow node to handle, if it returns true, no removal -- Note: "not" reversing result, so nil/false defaults to remove remove = not node_def.on_burn(flammable_position, node.name, "remove") end if remove then -- Remove flammable nodes around flame minetest.remove_node(flammable_position) -- Trigger any falling nodes supported nodeupdate(flammable_position) end end 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"}, interval = 5, chance = 10, action = function(position, node, _, _) local node_def = minetest.registered_nodes[node.name] if not node_def or not node_def.groups.igniter or node_def.groups.igniter < 2 then return end local igniter_radius = node_def.groups.igniter local flammable_position = minetest.find_node_near(position, igniter_radius, {"group:flammable"}) if flammable_position then -- If there is water or stuff like that around flame, don't ignite if fire.flame_should_extinguish(flammable_position) then return end local air_position = fire.find_pos_for_flame_around(flammable_position) if air_position then minetest.set_node(air_position, {name = "fire:basic_flame"}) end end end, }) --]]