-- minetest/fire/init.lua
+fire = {}
+
minetest.register_node("fire:basic_flame", {
description = "Fire",
drawtype = "firelike",
walkable = false,
buildable_to = true,
damage_per_second = 4,
-
- after_place_node = function(pos, placer)
- fire.on_flame_add_at(pos)
+
+ on_construct = function(pos)
+ minetest.after(0, fire.on_flame_add_at, pos)
end,
-
- after_dig_node = function(pos, oldnode, oldmetadata, digger)
- fire.on_flame_remove_at(pos)
+
+ on_destruct = function(pos)
+ minetest.after(0, fire.on_flame_remove_at, pos)
end,
})
-fire = {}
fire.D = 6
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
end
function fire.on_flame_add_at(pos)
- --print("flame added at "..minetest.pos_to_string(pos))
fire.update_sounds_around(pos)
end
function fire.on_flame_remove_at(pos)
- --print("flame removed at "..minetest.pos_to_string(pos))
fire.update_sounds_around(pos)
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name="fire:basic_flame"})
- fire.on_flame_add_at(p)
end
end,
})
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name="fire:basic_flame"})
- fire.on_flame_add_at(p2)
end
end
end,
-- If there is water or stuff like that around flame, remove flame
if fire.flame_should_extinguish(p0) then
minetest.remove_node(p0)
- fire.on_flame_remove_at(p0)
return
end
-- Make the following things rarer
-- 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)
- fire.on_flame_remove_at(p0)
return
end
if math.random(1,4) == 1 then
else
-- remove flame
minetest.remove_node(p0)
- fire.on_flame_remove_at(p0)
end
end,
})