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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:getpos()
- 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 ~= "walking_light:pick_mese" then
- -- Neuberechnung des Lichts erzwingen
- minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"})
- minetest.env:add_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:getpos()
- local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
- minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"})
- minetest.env:add_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.env:get_player_by_name(player_name)
- local wielded_item = player:get_wielded_item():get_name()
- if wielded_item == "default:torch" or wielded_item == "walking_light:pick_mese" then
- -- Fackel ist in der Hand
- local pos = player:getpos()
- 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] ~= "walking_light:pick_mese") 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.env: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.env:add_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 geänder, dann altes Licht löschen
- 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.env:get_node_or_nil(old_pos)
- if is_light ~= nil and is_light.name == "walking_light:light" then
- minetest.env:add_node(old_pos,{type="node",name="default:cobble"})
- minetest.env:add_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] == "walking_light:pick_mese" then
- -- Fackel nicht in der Hand, aber beim letzten Durchgang war die Fackel noch in der Hand
- local pos = player:getpos()
- local rounded_pos = {x=round(pos.x),y=round(pos.y)+1,z=round(pos.z)}
- repeat
- local is_light = minetest.env:get_node_or_nil(rounded_pos)
- if is_light ~= nil and is_light.name == "walking_light:light" then
- -- minetest.env:remove_node(rounded_pos)
- -- Erzwinge Neuberechnung des Lichts
- minetest.env:add_node(rounded_pos,{type="node",name="default:cobble"})
- minetest.env:add_node(rounded_pos,{type="node",name="air"})
- end
- until minetest.env: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
- is_light = minetest.env:get_node_or_nil(old_pos)
- if is_light ~= nil and is_light.name == "walking_light:light" then
- -- minetest.env:remove_node(old_pos)
- -- Erzwinge Neuberechnung des Lichts
- minetest.env:add_node(old_pos,{type="node",name="default:cobble"})
- minetest.env:add_node(old_pos,{type="node",name="air"})
- end
- until minetest.env: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 = "glasslike",
- tile_images = {"walking_light.png"},
- -- tile_images = {"walking_light_debug.png"},
- inventory_image = minetest.inventorycube("walking_light.png"),
- paramtype = "light",
- walkable = false,
- is_ground_content = true,
- light_propagates = true,
- sunlight_propagates = true,
- light_source = 14,
- selection_box = {
- type = "fixed",
- fixed = {0, 0, 0, 0, 0, 0},
- },
- })
- minetest.register_tool("walking_light:pick_mese", {
- description = "Mese Pickaxe with light",
- inventory_image = "walking_light_mesepick.png",
- wield_image = "default_tool_mesepick.png",
- tool_capabilities = {
- full_punch_interval = 1.0,
- max_drop_level=3,
- groupcaps={
- cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3},
- crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3},
- snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}
- }
- },
- })
- minetest.register_craft({
- output = 'walking_light:pick_mese',
- recipe = {
- {'default:torch'},
- {'default:pick_mese'},
- }
- })
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