Fix flashlight's light generation
authorZefram <zefram@fysh.org>
Sat, 26 Apr 2014 22:26:07 +0000 (23:26 +0100)
committerShadowNinja <shadowninja@minetest.net>
Sun, 27 Apr 2014 18:43:31 +0000 (14:43 -0400)
The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.

There was a problem with light from the flashlight getting stuck in
the map.  This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight.  Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state.  Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.

The light_off node type is not required.  With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.

technic/tools/flashlight.lua

index 1a3c1cfd29969e5235bfeb134e6093643578b3e2..02f329946633cffd2ab0720e0fad154b9c0f00b2 100644 (file)
@@ -56,7 +56,7 @@ minetest.register_on_joinplayer(function(player)
        local player_name = player:get_player_name()
        local pos = player:getpos()
        local rounded_pos = vector.round(pos)
-       rounded_pos.x = rounded_pos.x + 1
+       rounded_pos.y = rounded_pos.y + 1
        player_positions[player_name] = rounded_pos
        was_wielding[player_name] = true
 end)
@@ -66,7 +66,7 @@ minetest.register_on_leaveplayer(function(player)
        local player_name = player:get_player_name()
        local pos = player_positions[player_name]
        local nodename = minetest.get_node(pos).name
-       if nodename == "technic:light_off" or nodename == "technic:light" then
+       if nodename == "technic:light" then
                minetest.remove_node(pos)
        end
        player_positions[player_name] = nil
@@ -103,7 +103,7 @@ minetest.register_globalstep(function(dtime)
                local flashlight_weared = check_for_flashlight(player)
                local pos = player:getpos()
                local rounded_pos = vector.round(pos)
-               rounded_pos.x = rounded_pos.x + 1
+               rounded_pos.y = rounded_pos.y + 1
                local old_pos = player_positions[player_name]
                local player_moved = not vector.equals(old_pos, rounded_pos)
 
@@ -112,7 +112,6 @@ minetest.register_globalstep(function(dtime)
                        was_wielding[player_name] = false
                        local node = minetest.get_node_or_nil(old_pos)
                        if node and node.name == "technic:light" then
-                               minetest.set_node(old_pos, {name="technic:light_off"})
                                minetest.remove_node(old_pos)
                        end
                elseif (player_moved or not was_wielding[player_name]) and flashlight_weared then
@@ -122,7 +121,6 @@ minetest.register_globalstep(function(dtime)
                        end
                        local node = minetest.get_node_or_nil(old_pos)
                        if node and node.name == "technic:light" then
-                               minetest.set_node(old_pos, {name="technic:light_off"})
                                minetest.remove_node(old_pos)
                        end
                        player_positions[player_name] = rounded_pos
@@ -140,22 +138,6 @@ minetest.register_node("technic:light", {
        walkable = false,
        buildable_to = true,
        sunlight_propagates = true,
-       light_source = 15,
+       light_source = LIGHT_MAX,
        pointable = false,
 })
-
-minetest.register_node("technic:light_off", {
-       drawtype = "glasslike",
-       tile_images = {"technic_light.png"},
-       paramtype = "light",
-       groups = {not_in_creative_inventory=1},
-       drop = "",
-       walkable = false,
-       buildable_to = true,
-       sunlight_propagates = true,
-       selection_box = {
-               type = "fixed",
-               fixed = {0, 0, 0, 0, 0, 0},
-       },
-})
-