diff --git a/mods/game/maps/maps/forest-4/map.lua b/mods/game/maps/maps/forest-4/map.lua
index 9c19a8e..aaaf5ac 100644
--- a/mods/game/maps/maps/forest-4/map.lua
+++ b/mods/game/maps/maps/forest-4/map.lua
@@ -16,7 +16,24 @@ local map_data = {
on_start = "for x=0, 189 do\nfor y=0, 10 do\nfor z=0, 154 do\ncore.set_node({x=x,y=69+y,z=z}, {name=\"air\"})\nend\nend\nend",
on_barrier_remove = "",
on_end = ""
- }
+ },
+
+ classes = {
+ class_1 = {
+ name = "Long-range",
+ initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99", "default:torch 1"}
+ },
+
+ class_2 = {
+ name = "Mid-ranged",
+ initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
+ },
+
+ class_3 = {
+ name = "Short-range",
+ initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
+ }
+ }
}
return map_data
diff --git a/mods/game/maps/maps/forest-4/map.mts b/mods/game/maps/maps/forest-4/map.mts
index c489c16..349147d 100644
Binary files a/mods/game/maps/maps/forest-4/map.mts and b/mods/game/maps/maps/forest-4/map.mts differ
diff --git a/mods/misc/wielded_light/LICENSE b/mods/misc/wielded_light/LICENSE
new file mode 100644
index 0000000..94a9ed0
--- /dev/null
+++ b/mods/misc/wielded_light/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
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+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/mods/misc/wielded_light/README.md b/mods/misc/wielded_light/README.md
new file mode 100644
index 0000000..59b79cb
--- /dev/null
+++ b/mods/misc/wielded_light/README.md
@@ -0,0 +1,24 @@
+# wielded_light mod for Minetest
+
+Idea taken from torches_wieldlight in https://github.com/minetest-mods/torches, but written from scratch and usable for all shining items.
+
+
+
+All bright nodes with light value > 2 lighten the player environment if wielded, with value fewer by 2. (Torch 13->11 for example)
+
+Dependencies: none
+
+License: [GPL-3](https://github.com/bell07/minetest-wielded_light/blob/master/LICENSE)
+
+
+Shining API:
+
+`function wielded_light.update_light(pos, light_level)`
+Enable or update the shining at pos with light_level for 0.6 seconds. Can be used in any on_step call to get other entitys shining for example
+
+
+`wielded_light.register_item_light(itemname, light_level)`
+Override or set custom light level to an item. This does not change the item/node definition, just the lighting in this mod.
+
+`function wielded_light.update_light_by_item(stack, pos)`
+Update light at pos using item shining settings -from registered item_light or from item definition
diff --git a/mods/misc/wielded_light/init.lua b/mods/misc/wielded_light/init.lua
new file mode 100644
index 0000000..f36789f
--- /dev/null
+++ b/mods/misc/wielded_light/init.lua
@@ -0,0 +1,646 @@
+local mod_name = minetest.get_current_modname()
+
+-- Node replacements that emit light
+-- Sets of lighting_node={ node=original_node, level=light_level }
+local lighting_nodes = {}
+
+-- The nodes that can be replaced with lighting nodes
+-- Sets of original_node={ [1]=lighting_node_1, [2]=lighting_node_2, ... }
+local lightable_nodes = {}
+
+-- Prefixes used for each node so we can avoid overlap
+-- Pairs of prefix=original_node
+local lighting_prefixes = {}
+
+-- node_name=true pairs of lightable nodes that are liquids and can flood some light sources
+local lightable_liquids = {}
+
+-- How often will the positions of lights be recalculated
+local update_interval = 0.2
+
+-- How long until a previously lit node should be updated - reduces flicker
+local removal_delay = update_interval * 0.5
+
+-- How often will a node attempt to check itself for deletion
+local cleanup_interval = update_interval * 3
+
+-- How far in the future will the position be projected based on the velocity
+local velocity_projection = update_interval * 1
+
+-- How many light levels should an item held in the hand be reduced by, compared to the placed node
+-- does not apply to manually registered light levels
+local level_delta = 2
+
+-- item=light_level pairs of registered wielded lights
+local shiny_items = {}
+
+-- List of custom callbacks for each update step
+local update_callbacks = {}
+local update_player_callbacks = {}
+
+-- position={id=light_level} sets of known about light sources and their levels by position
+local active_lights = {}
+
+--[[ Sets of entities being tracked, in the form:
+entity_id = {
+ obj = entity,
+ items = {
+ category_id..entity_id = {
+ level = light_level,
+ item? = item_name
+ }
+ },
+ update = true | false,
+ pos? = position_vector,
+ offset? = offset_vector,
+}
+]]
+local tracked_entities = {}
+
+-- position=true pairs of positions that need to be recaculated this update step
+local light_recalcs = {}
+
+--[[
+ Using 2-digit hex codes for categories
+ Starts at 00, ends at FF
+ This makes it easier extract `uid` from `cat_id..uid` by slicing off 2 characters
+ The category ID must be of a fixed length (2 characters)
+]]
+local cat_id = 0
+local cat_codes = {}
+local function get_light_category_id(cat)
+ -- If the category id does not already exist generate a new one
+ if not cat_codes[cat] then
+ if cat_id >= 256 then
+ error("Wielded item category limit exceeded, maximum 256 wield categories")
+ end
+ local code = string.format("%02x", cat_id)
+ cat_id = cat_id+1
+ cat_codes[cat] = code
+ end
+ -- If the category id does exist, return it
+ return cat_codes[cat]
+end
+
+-- Log an error coming from this mod
+local function error_log(message, ...)
+ minetest.log("error", "[Wielded Light] " .. (message:format(...)))
+end
+
+-- Is a node lightable and a liquid capable of flooding some light sources
+local function is_lightable_liquid(pos)
+ local node = minetest.get_node_or_nil(pos)
+ if not node then return end
+ return lightable_liquids[node.name]
+end
+
+-- Check if an entity instance still exists in the world
+local function is_entity_valid(entity)
+ return entity and (entity.obj:is_player() or (entity.obj:get_luaentity() and entity.obj:get_luaentity().name) or false)
+end
+
+-- Check whether a node was registered by the wield_light mod
+local function is_wieldlight_node(pos_vec)
+ local name = string.sub(minetest.get_node(pos_vec).name, 1, #mod_name)
+ return name == mod_name
+end
+
+-- Get the projected position of an entity based on its velocity, rounded to the nearest block
+local function entity_pos(obj, offset)
+ local velocity
+ if (minetest.features.direct_velocity_on_players or not obj:is_player()) and obj.get_velocity then
+ velocity = obj:get_velocity()
+ else
+ velocity = obj:get_player_velocity()
+ end
+
+ return wielded_light.get_light_position(
+ vector.round(
+ vector.add(
+ vector.add(
+ offset or { x=0, y=0, z=0 },
+ obj:get_pos()
+ ),
+ vector.multiply(
+ velocity or { x=0, y=0, z=0 },
+ velocity_projection
+ )
+ )
+ )
+ )
+end
+
+-- Add light to active light list and mark position for update
+local function add_light(pos, id, light_level)
+ if not active_lights[pos] then
+ active_lights[pos] = {}
+ end
+ if active_lights[pos][id] ~= light_level then
+ -- minetest.log("error", "add "..id.." "..pos.." "..tostring(light_level))
+ active_lights[pos][id] = light_level
+ light_recalcs[pos] = true
+ end
+end
+
+-- Remove light from active light list and mark position for update
+local function remove_light(pos, id)
+ if not active_lights[pos] then return end
+ -- minetest.log("error", "rem "..id.." "..pos)
+ active_lights[pos][id] = nil
+ minetest.after(removal_delay, function ()
+ light_recalcs[pos] = true
+ end)
+end
+
+-- Track an entity's position and update its light, will be called on every update step
+local function update_entity(entity)
+ local pos = entity_pos(entity.obj, entity.offset)
+ local pos_str = pos and minetest.pos_to_string(pos)
+
+ -- If the position has changed, remove the old light and mark the entity for update
+ if entity.pos and pos_str ~= entity.pos then
+ entity.update = true
+ for id,_ in pairs(entity.items) do
+ remove_light(entity.pos, id)
+ end
+ end
+
+ -- Update the recorded position
+ entity.pos = pos_str
+
+ -- If the position is still loaded, pump the timer up so it doesn't get removed
+ if pos then
+ -- If the entity is marked for an update, add the light in the position if it emits light
+ if entity.update then
+ for id, item in pairs(entity.items) do
+ if item.level > 0 and not (item.floodable and is_lightable_liquid(pos)) then
+ add_light(pos_str, id, item.level)
+ else
+ remove_light(pos_str, id)
+ end
+ end
+ end
+ end
+ if active_lights[pos_str] then
+ if is_wieldlight_node(pos) then
+ minetest.get_node_timer(pos):start(cleanup_interval)
+ end
+ end
+ entity.update = false
+end
+
+
+-- Save the original nodes timer if it has one
+local function save_timer(pos_vec)
+ local timer = minetest.get_node_timer(pos_vec)
+ if timer:is_started() then
+ local meta = minetest.get_meta(pos_vec)
+ meta:set_float("saved_timer_timeout", timer:get_timeout())
+ meta:set_float("saved_timer_elapsed", timer:get_elapsed())
+ end
+end
+
+-- Restore the original nodes timer if it had one
+local function restore_timer(pos_vec)
+ local meta = minetest.get_meta(pos_vec)
+ local timeout = meta:get_float("saved_timer_timeout")
+ if timeout > 0 then
+ local elapsed = meta:get_float("saved_timer_elapsed")
+ local timer = minetest.get_node_timer(pos_vec)
+ timer:set(timeout, elapsed)
+ meta:set_string("saved_timer_timeout","")
+ meta:set_string("saved_timer_elapsed","")
+ end
+end
+
+-- Replace a lighting node with its original counterpart
+local function reset_lighting_node(pos)
+ local existing_node = minetest.get_node(pos)
+ local lighting_node = wielded_light.get_lighting_node(existing_node.name)
+ if not lighting_node then
+ return
+ end
+ minetest.swap_node(pos, { name = lighting_node.node,param2 = existing_node.param2 })
+ restore_timer(pos)
+end
+
+-- Will be run once the node timer expires
+local function cleanup_timer_callback(pos, elapsed)
+ local pos_str = minetest.pos_to_string(pos)
+ local lights = active_lights[pos_str]
+ -- If no active lights for this position, remove itself
+ if not lights then
+ reset_lighting_node(pos)
+ else
+ -- Clean up any tracked entities for this position that no longer exist
+ for id,_ in pairs(lights) do
+ local uid = string.sub(id,3)
+ local entity = tracked_entities[uid]
+ if not is_entity_valid(entity) then
+ remove_light(pos_str, id)
+ end
+ end
+ minetest.get_node_timer(pos):start(cleanup_interval)
+ end
+end
+
+
+-- Recalculate the total light level for a given position and update the light level there
+local function recalc_light(pos)
+ -- If not in active lights list we can't do anything
+ if not active_lights[pos] then return end
+
+ -- Calculate the light level of the node
+ local any_light = false
+ local max_light = 0
+ for id, light_level in pairs(active_lights[pos]) do
+ any_light = true
+ if light_level > max_light then
+ max_light = light_level
+ end
+ end
+
+ -- Convert the position back to a vector
+ local pos_vec = minetest.string_to_pos(pos)
+
+ -- If no items in this position, delete it from the list and remove any light node
+ if not any_light then
+ active_lights[pos] = nil
+ reset_lighting_node(pos_vec)
+ return
+ end
+
+ -- If no light in this position remove any light node
+ if max_light == 0 then
+ reset_lighting_node(pos_vec)
+ return
+ end
+
+ -- Limit the light level
+ max_light = math.min(max_light, minetest.LIGHT_MAX)
+
+ -- Get the current light level in this position
+ local existing_node = minetest.get_node(pos_vec)
+ local name = existing_node.name
+ local old_value = wielded_light.level_of_lighting_node(name) or 0
+
+ -- If the light level has changed, set the coresponding light node and initiate the cleanup timer
+ if old_value ~= max_light then
+ local node_name
+ if lightable_nodes[name] then
+ node_name = name
+ elseif lighting_nodes[name] then
+ node_name = lighting_nodes[name].node
+ end
+ if node_name then
+ if not is_wieldlight_node(pos_vec) then
+ save_timer(pos_vec)
+ end
+
+ minetest.swap_node(pos_vec, {
+ name = lightable_nodes[node_name][max_light],
+ param2 = existing_node.param2
+ })
+ minetest.get_node_timer(pos_vec):start(cleanup_interval)
+ else
+ active_lights[pos] = nil
+ end
+ end
+end
+
+local timer = 0
+-- Will be run on every global step
+local function global_timer_callback(dtime)
+ -- Only run once per update interval, global step will be called much more often than that
+ timer = timer + dtime;
+ if timer < update_interval then
+ return
+ end
+ timer = 0
+
+ -- Run all custom player callbacks for each player
+ local connected_players = minetest.get_connected_players()
+ for _,callback in pairs(update_player_callbacks) do
+ for _, player in pairs(connected_players) do
+ callback(player)
+ end
+ end
+
+ -- Run all custom callbacks
+ for _,callback in pairs(update_callbacks) do
+ callback()
+ end
+
+ -- Look at each tracked entity and update its position
+ for uid, entity in pairs(tracked_entities) do
+ if is_entity_valid(entity) then
+ update_entity(entity)
+ else
+ -- If the entity no longer exists, stop tracking it
+ tracked_entities[uid] = nil
+ end
+ end
+
+ -- Recalculate light levels
+ for pos,_ in pairs(light_recalcs) do
+ recalc_light(pos)
+ end
+ light_recalcs = {}
+end
+
+--- Shining API ---
+wielded_light = {}
+
+-- Registers a callback to be called every time the update interval is passed
+function wielded_light.register_lightstep(callback)
+ table.insert(update_callbacks, callback)
+end
+
+-- Registers a callback to be called for each player every time the update interval is passed
+function wielded_light.register_player_lightstep(callback)
+ table.insert(update_player_callbacks, callback)
+end
+
+-- Returns the node name for a given light level
+function wielded_light.lighting_node_of_level(light_level, prefix)
+ return mod_name..":"..(prefix or "")..light_level
+end
+
+-- Gets the light level for a given node name, inverse of lighting_node_of_level
+function wielded_light.level_of_lighting_node(node_name)
+ local lighting_node = wielded_light.get_lighting_node(node_name)
+ if lighting_node then
+ return lighting_node.level
+ end
+end
+
+-- Check if a node name is one of the wielded light nodes
+function wielded_light.get_lighting_node(node_name)
+ return lighting_nodes[node_name]
+end
+
+-- Register any node as lightable, register all light level variations for it
+function wielded_light.register_lightable_node(node_name, property_overrides, custom_prefix)
+ -- Node name must be string
+ if type(node_name) ~= "string" then
+ error_log("You must provide a node name to be registered as lightable, '%s' given.", type(node_name))
+ return
+ end
+
+ -- Node must already be registered
+ local original_definition = minetest.registered_nodes[node_name]
+ if not original_definition then
+ error_log("The node '%s' cannot be registered as lightable because it does not exist.", node_name)
+ return
+ end
+
+ -- Decide the prefix for the lighting node
+ local prefix = custom_prefix or node_name:gsub(":", "_", 1, true) .. "_"
+ if lighting_prefixes[prefix] then
+ error_log("The lighting prefix '%s' cannot be used for '%s' as it is already used for '%s'.", prefix, node_name, lighting_prefixes[prefix])
+ return
+ end
+ lighting_prefixes[prefix] = node_name
+
+ -- Default for property overrides
+ if not property_overrides then property_overrides = {} end
+
+ -- Copy the node definition and provide required settings for a lighting node
+ local new_definition = table.copy(original_definition)
+ new_definition.on_timer = cleanup_timer_callback
+ new_definition.paramtype = "light"
+ new_definition.mod_origin = mod_name
+ new_definition.groups = new_definition.groups or {}
+ new_definition.groups.not_in_creative_inventory = 1
+ -- Make sure original node is dropped if a lit node is dug
+ if not new_definition.drop then
+ new_definition.drop = node_name
+ end
+
+ -- Allow any properties to be overridden on registration
+ for prop, val in pairs(property_overrides) do
+ new_definition[prop] = val
+ end
+
+ -- If it's a liquid, we need to stop it flowing
+ if new_definition.groups.liquid then
+ new_definition.liquid_range = 0
+ lightable_liquids[node_name] = true
+ end
+
+ -- Register the lighting nodes
+ lightable_nodes[node_name] = {}
+ for i=1, minetest.LIGHT_MAX do
+ local lighting_node_name = wielded_light.lighting_node_of_level(i, prefix)
+
+ -- Index for quick finding later
+ lightable_nodes[node_name][i] = lighting_node_name
+ lighting_nodes[lighting_node_name] = {
+ node = node_name,
+ level = i
+ }
+
+ -- Copy the base definition and apply the light level
+ local level_definition = table.copy(new_definition)
+ level_definition.light_source = i
+
+ -- If it's a liquid, we need to stop it replacing itself with the original
+ if level_definition.groups.liquid then
+ level_definition.liquid_alternative_source = lighting_node_name
+ level_definition.liquid_alternative_flowing = lighting_node_name
+ end
+
+ minetest.register_node(":"..lighting_node_name, level_definition)
+ end
+end
+
+-- Check if node can have a wielded light node placed in it
+function wielded_light.is_lightable_node(node_pos)
+ local name = minetest.get_node(node_pos).name
+ if lightable_nodes[name] then
+ return true
+ elseif wielded_light.get_lighting_node(name) then
+ return true
+ end
+ return false
+end
+
+-- Gets the closest position to pos that's a lightable node
+function wielded_light.get_light_position(pos)
+ local around_vector = {
+ {x=0, y=0, z=0},
+ {x=0, y=1, z=0}, {x=0, y=-1, z=0},
+ {x=1, y=0, z=0}, {x=-1, y=0, z=0},
+ {x=0, y=0, z=1}, {x=0, y=0, z=-1},
+ }
+ for _, around in ipairs(around_vector) do
+ local light_pos = vector.add(pos, around)
+ if wielded_light.is_lightable_node(light_pos) then
+ return light_pos
+ end
+ end
+end
+
+-- Gets the emitted light level of a given item name
+function wielded_light.get_light_def(item_name)
+ -- Invalid item? No light
+ if not item_name or item_name == "" then
+ return 0, false
+ end
+
+ -- If the item is cached return the cached level
+ local cached_definition = shiny_items[item_name]
+ if cached_definition then
+ return cached_definition.level, cached_definition.floodable
+ end
+
+ -- Get the item definition
+ local stack = ItemStack(item_name)
+ local itemdef = stack:get_definition()
+
+ -- If invalid, no light
+ if not itemdef then
+ return 0, false
+ end
+
+ -- Get the light level of an item from its definition
+ -- Reduce the light level by level_delta - original functionality
+ -- Limit between 0 and the max light level
+ return math.min(math.max((itemdef.light_source or 0) - level_delta, 0), minetest.LIGHT_MAX), itemdef.floodable
+end
+
+-- Register an item as shining
+function wielded_light.register_item_light(item_name, light_level, floodable)
+ if shiny_items[item_name] then
+ if light_level then
+ shiny_items[item_name].level = light_level
+ end
+ if floodable ~= nil then
+ shiny_items[item_name].floodable = floodable
+ end
+ else
+ if floodable == nil then
+ local stack = ItemStack(item_name)
+ local itemdef = stack:get_definition()
+ floodable = itemdef.floodable
+ end
+ shiny_items[item_name] = {
+ level = light_level,
+ floodable = floodable or false
+ }
+ end
+end
+
+-- Mark an item as floodable or not
+function wielded_light.register_item_floodable(item_name, floodable)
+ if floodable == nil then floodable = true end
+ if shiny_items[item_name] then
+ shiny_items[item_name].floodable = floodable
+ else
+ local calced_level = wielded_light.get_light_def(item_name)
+ shiny_items[item_name] = {
+ level = calced_level,
+ floodable = floodable
+ }
+ end
+end
+
+-- Keep track of an item entity. Should be called once for an item
+function wielded_light.track_item_entity(obj, cat, item)
+ if not is_entity_valid({ obj=obj }) then return end
+
+ local light_level, light_is_floodable = wielded_light.get_light_def(item)
+ -- If the item does not emit light do not track it
+ if light_level <= 0 then return end
+
+ -- Generate the uid for the item and the id for the light category
+ local uid = tostring(obj)
+ local id = get_light_category_id(cat)..uid
+
+ -- Create the main tracking object for this item instance if it does not already exist
+ if not tracked_entities[uid] then
+ tracked_entities[uid] = { obj=obj, items={}, update = true }
+ end
+
+ -- Create the item tracking object for this item + category
+ tracked_entities[uid].items[id] = { level=light_level, floodable=light_is_floodable }
+
+ -- Add the light in on creation so it's immediate
+ local pos = entity_pos(obj)
+ local pos_str = pos and minetest.pos_to_string(pos)
+ if pos_str then
+ if not (light_is_floodable and is_lightable_liquid(pos)) then
+ add_light(pos_str, id, light_level)
+ end
+ end
+ tracked_entities[uid].pos = pos_str
+end
+
+-- A player's light should appear near their head not their feet
+local player_height_offset = { x=0, y=1, z=0 }
+
+-- Keep track of a user / player entity. Should be called as often as the user updates
+function wielded_light.track_user_entity(obj, cat, item)
+ -- Generate the uid for the player and the id for the light category
+ local uid = tostring(obj)
+ local id = get_light_category_id(cat)..uid
+
+ -- Create the main tracking object for this player instance if it does not already exist
+ if not tracked_entities[uid] then
+ tracked_entities[uid] = { obj=obj, items={}, offset = player_height_offset, update = true }
+ end
+
+ local tracked_entity = tracked_entities[uid]
+ local tracked_item = tracked_entity.items[id]
+
+ -- If the item being tracked for the player changes, update the item tracking object for this item + category
+ if not tracked_item or tracked_item.item ~= item then
+ local light_level, light_is_floodable = wielded_light.get_light_def(item)
+ tracked_entity.items[id] = { level=light_level, item=item, floodable=light_is_floodable }
+ tracked_entity.update = true
+ end
+end
+
+
+-- Setup --
+
+-- Wielded item shining globalstep
+minetest.register_globalstep(global_timer_callback)
+
+-- Dropped item on_step override
+-- https://github.com/minetest/minetest/issues/6909
+local builtin_item = minetest.registered_entities["__builtin:item"]
+local item = {
+ on_step = function(self, dtime, ...)
+ builtin_item.on_step(self, dtime, ...)
+ -- Register an item once for tracking
+ -- If it's already being tracked, exit
+ if self.wielded_light then return end
+ self.wielded_light = true
+ local stack = ItemStack(self.itemstring)
+ local item_name = stack:get_name()
+ wielded_light.track_item_entity(self.object, "item", item_name)
+ end
+}
+setmetatable(item, {__index = builtin_item})
+minetest.register_entity(":__builtin:item", item)
+
+-- Track a player's wielded item
+wielded_light.register_player_lightstep(function (player)
+ wielded_light.track_user_entity(player, "wield", player:get_wielded_item():get_name())
+end)
+
+-- Register helper nodes
+wielded_light.register_lightable_node("air", nil, "")
+
+if minetest.get_modpath("default") then
+ wielded_light.register_lightable_node("default:water_source", nil, "water_")
+ wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
+elseif minetest.get_modpath("hades_core") then
+ wielded_light.register_lightable_node("hades_core:water_source", nil, "water_")
+else
+ error_log("Not running in a supported game, lightable water disabled")
+end
+
+---TEST
+--wielded_light.register_item_light('default:dirt', 14)
diff --git a/mods/misc/wielded_light/mod.conf b/mods/misc/wielded_light/mod.conf
new file mode 100644
index 0000000..855b69d
--- /dev/null
+++ b/mods/misc/wielded_light/mod.conf
@@ -0,0 +1,2 @@
+name = wielded_light
+optional_depends = default, hades_core, builtin_item
diff --git a/mods/misc/wielded_light/screenshot.png b/mods/misc/wielded_light/screenshot.png
new file mode 100644
index 0000000..11f4404
Binary files /dev/null and b/mods/misc/wielded_light/screenshot.png differ