Mineclonia/mods/ENVIRONMENT/mcl_weather/rain.lua

334 lines
11 KiB
Lua

local PARTICLES_COUNT_RAIN = 800
local PARTICLES_COUNT_THUNDER = 1200
local PARTICLES_SPEED_RAIN = 10
local PARTICLES_SPEED_THUNDER = 15
mcl_weather.rain = {
-- max rain particles created at time
particles_count = PARTICLES_COUNT_RAIN,
-- flag to turn on/off extinguish fire for rain
extinguish_fire = true,
-- falling speed of the raindrops
falling_speed = PARTICLES_SPEED_RAIN,
-- flag useful when mixing weathers
raining = false,
-- keeping last timeofday value (rounded).
-- Defaulted to non-existing value for initial comparing.
sky_last_update = -1,
init_done = false,
ps = {}
}
mcl_weather.rain.sound_handler = function(player)
return minetest.sound_play("weather_rain", {
to_player = player:get_player_name(),
loop = true,
})
end
-- set skybox based on time (uses skycolor api)
mcl_weather.rain.set_sky_box = function()
if mcl_weather.state == "rain" then
mcl_weather.skycolor.add_layer(
"weather-pack-rain-sky",
{{r=0, g=0, b=0},
{r=85, g=86, b=98},
{r=135, g=135, b=151},
{r=85, g=86, b=98},
{r=0, g=0, b=0}})
mcl_weather.skycolor.active = true
for _, player in ipairs(minetest.get_connected_players()) do
player:set_clouds({color="#5D5D5FE8"})
end
end
end
-- ~~creating manually parctiles instead of particles spawner because of easier to control spawn position~~.
-- why, mcl2, WHY???
-- use particle spawner to not send .. you know hundreds of packets per second for each f*ing rain particle
local function get_spawnerdef(dtype)
local textures = {"weather_pack_rain_raindrop_1.png", "weather_pack_rain_raindrop_2.png", "weather_pack_rain_raindrop_1.png"}
local rt = {
amount = 800,
time = 0,
minpos = vector.new(-15,5,-15),
maxpos = vector.new(15,10,15),
minvel = vector.new(0, -5,0),
maxvel = vector.new(0,-15,0),
minacc = vector.new(0,-10,0),
maxacc = vector.new(0,-30,0),
minexptime = 1,
maxexptime = 1,
minsize = 0.5,
maxsize = 5,
collisiondetection = true,
collision_removal = true,
object_collision = true,
vertical = true,
texture = mcl_weather.rain.get_texture(),
-- animation = {Tile Animation definition},
glow = 0
-- node = {name = "ignore", param2 = 0},
--node_tile = 0,
}
return rt
end
mcl_weather.rain.add_rain_particlespawner = function(name,def)
local player = minetest.get_player_by_name(name)
if not player then return end
mcl_weather.rain.last_rp_count = 0
for i=mcl_weather.rain.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
end
end
local name=player:get_player_name()
if mcl_weather.is_outdoor(player:get_pos()) then
if mcl_weather.state ~= "thunder" then def.amount=PARTICLES_COUNT_THUNDER end
def.player = name
def.attached = player
mcl_weather.rain.ps[name] = minetest.add_particlespawner(def)
end
mcl_weather.rain.init_done = true
end
-- Simple random texture getter
mcl_weather.rain.get_texture = function()
local texture_name
local random_number = math.random()
if random_number > 0.33 then
texture_name = "weather_pack_rain_raindrop_1.png"
elseif random_number > 0.66 then
texture_name = "weather_pack_rain_raindrop_2.png"
else
texture_name = "weather_pack_rain_raindrop_3.png"
end
return texture_name;
end
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
mcl_weather.rain.add_player = function(player)
if mcl_weather.players[player:get_player_name()] == nil then
local player_meta = {}
player_meta.origin_sky = {player:get_sky()}
mcl_weather.players[player:get_player_name()] = player_meta
mcl_weather.rain.add_rain_particlespawner(player:get_player_name(),get_spawnerdef("rain"))
end
end
minetest.register_on_joinplayer(function(player)
if mcl_weather.rain.raining then
mcl_weather.rain.add_player(player)
end
end)
minetest.register_on_leaveplayer(function(player)
if mcl_weather.rain.raining then
mcl_weather.rain.remove_player(player)
end
end)
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
mcl_weather.rain.remove_player = function(player)
local name = player:get_player_name()
local player_meta = mcl_weather.players[name]
local ps = mcl_weather.rain.ps[name]
if ps then
minetest.delete_particlespawner(ps,name)
end
mcl_weather.rain.ps[name]=nil
if player_meta ~= nil and player_meta.origin_sky ~= nil then
player:set_clouds({color="#FFF0F0E5"})
mcl_weather.rain.remove_sound(player)
mcl_weather.players[player:get_player_name()] = nil
end
end
mcl_worlds.register_on_dimension_change(function(player, dimension)
if dimension ~= "overworld" and dimension ~= "void" then
mcl_weather.rain.remove_sound(player)
mcl_weather.rain.remove_player(player)
elseif dimension == "overworld" then
mcl_weather.rain.update_sound(player)
if mcl_weather.rain.raining then
mcl_weather.rain.add_rain_particles(player)
mcl_weather.rain.add_player(player)
end
end
end)
-- adds and removes rain sound depending how much rain particles around player currently exist.
-- have few seconds delay before each check to avoid on/off sound too often
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
mcl_weather.rain.update_sound = function(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil then
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
return false
end
if player_meta.sound_handler ~= nil then
if mcl_weather.rain.last_rp_count == 0 then
minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
player_meta.sound_handler = nil
end
elseif mcl_weather.rain.last_rp_count > 0 then
player_meta.sound_handler = mcl_weather.rain.sound_handler(player)
end
player_meta.sound_updated = minetest.get_gametime()
end
end
-- rain sound removed from player.
mcl_weather.rain.remove_sound = function(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.sound_handler ~= nil then
minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
player_meta.sound_handler = nil
player_meta.sound_updated = nil
end
end
-- callback function for removing rain
mcl_weather.rain.clear = function()
mcl_weather.rain.raining = false
mcl_weather.rain.sky_last_update = -1
mcl_weather.rain.init_done = false
mcl_weather.rain.set_particles_mode("rain")
mcl_weather.skycolor.remove_layer("weather-pack-rain-sky")
for _, player in ipairs(minetest.get_connected_players()) do
mcl_weather.rain.remove_player(player)
end
end
minetest.register_globalstep(function(dtime)
if mcl_weather.state ~= "rain" then
return false
end
mcl_weather.rain.make_weather()
end)
mcl_weather.rain.make_weather = function()
if mcl_weather.rain.init_done == false then
mcl_weather.rain.raining = true
mcl_weather.rain.set_sky_box()
mcl_weather.rain.set_particles_mode(mcl_weather.mode)
end
for _, player in ipairs(minetest.get_connected_players()) do
if mcl_weather.players[player:get_player_name()] == nil then
mcl_weather.rain.add_player(player)
end
if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
mcl_weather.rain.remove_sound(player)
return false
end
mcl_weather.rain.update_sound(player)
end
end
-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
mcl_weather.rain.set_particles_mode = function(mode)
if mode == "thunder" then
mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
mcl_weather.rain.falling_speed = PARTICLES_SPEED_THUNDER
else
mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
mcl_weather.rain.falling_speed = PARTICLES_SPEED_RAIN
end
end
if mcl_weather.allow_abm then
-- ABM for extinguish fire
minetest.register_abm({
label = "Rain extinguishes fire",
nodenames = {"mcl_fire:fire"},
interval = 2.0,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Fire is extinguished if in rain or one of 4 neighbors is in rain
if mcl_weather.rain.raining and mcl_weather.rain.extinguish_fire then
local around = {
{ x = 0, y = 0, 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 a=1, #around do
local apos = vector.add(pos, around[a])
if mcl_weather.is_outdoor(apos) then
minetest.remove_node(pos)
minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1}, true)
return
end
end
end
end,
})
-- Slowly fill up cauldrons
minetest.register_abm({
label = "Rain fills cauldrons with water",
nodenames = {"mcl_cauldrons:cauldron", "mcl_cauldrons:cauldron_1", "mcl_cauldrons:cauldron_2"},
interval = 56.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Rain is equivalent to a water bottle
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
if node.name == "mcl_cauldrons:cauldron" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
elseif node.name == "mcl_cauldrons:cauldron_1" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2"})
elseif node.name == "mcl_cauldrons:cauldron_2" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3"})
elseif node.name == "mcl_cauldrons:cauldron_1r" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2r"})
elseif node.name == "mcl_cauldrons:cauldron_2r" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3r"})
end
end
end
})
-- Wetten the soil
minetest.register_abm({
label = "Rain hydrates farmland",
nodenames = {"mcl_farming:soil"},
interval = 22.0,
chance = 3,
action = function(pos, node, active_object_count, active_object_count_wider)
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
if node.name == "mcl_farming:soil" then
minetest.set_node(pos, {name="mcl_farming:soil_wet"})
end
end
end
})
end
if mcl_weather.reg_weathers.rain == nil then
mcl_weather.reg_weathers.rain = {
clear = mcl_weather.rain.clear,
light_factor = 0.6,
-- 10min - 20min
min_duration = 600,
max_duration = 1200,
transitions = {
[65] = "none",
[70] = "snow",
[100] = "thunder",
}
}
end