mirror of
https://git.minetest.land/Mineclonia/Mineclonia.git
synced 2024-11-18 08:15:11 +00:00
220 lines
6.5 KiB
Lua
220 lines
6.5 KiB
Lua
rain = {
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-- max rain particles created at time
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particles_count = 35,
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-- flag to turn on/off extinguish fire for rain
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extinguish_fire = true,
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-- flag useful when mixing weathers
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raining = false,
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-- keeping last timeofday value (rounded).
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-- Defaulted to non-existing value for initial comparing.
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sky_last_update = -1,
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init_done = false,
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}
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rain.sound_handler = function(player)
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return minetest.sound_play("weather_rain", {
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object = player,
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max_hear_distance = 2,
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loop = true,
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})
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end
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-- set skybox based on time (uses skycolor api)
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rain.set_sky_box = function()
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skycolor.add_layer(
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"weather-pack-rain-sky",
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{{r=0, g=0, b=0},
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{r=85, g=86, b=98},
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{r=152, g=150, b=159},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}})
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skycolor.active = true
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end
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- spawn position.
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rain.add_rain_particles = function(player)
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rain.last_rp_count = 0
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for i=rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
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if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
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rain.last_rp_count = rain.last_rp_count + 1
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minetest.add_particle({
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pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 0.2,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = rain.get_texture(),
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playername = player:get_player_name()
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})
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end
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end
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end
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-- Simple random texture getter
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rain.get_texture = function()
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "weather_pack_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "weather_pack_rain_raindrop_2.png"
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else
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texture_name = "weather_pack_rain_raindrop_3.png"
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end
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return texture_name;
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end
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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rain.add_player = function(player)
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if weather.players[player:get_player_name()] == nil then
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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weather.players[player:get_player_name()] = player_meta
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end
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end
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-- remove player from player list effected by rain.
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-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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rain.remove_player = function(player)
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local player_meta = weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3])
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weather.players[player:get_player_name()] = nil
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end
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end
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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rain.update_sound = function(player)
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local player_meta = weather.players[player:get_player_name()]
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if player_meta ~= nil then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
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return false
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end
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if player_meta.sound_handler ~= nil then
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if rain.last_rp_count == 0 then
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minetest.sound_stop(player_meta.sound_handler)
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player_meta.sound_handler = nil
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end
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elseif rain.last_rp_count > 0 then
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player_meta.sound_handler = rain.sound_handler(player)
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end
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player_meta.sound_updated = os.time()
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end
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end
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-- rain sound removed from player.
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rain.remove_sound = function(player)
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local player_meta = weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.sound_handler ~= nil then
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minetest.sound_stop(player_meta.sound_handler)
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player_meta.sound_handler = nil
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end
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end
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-- callback function for removing rain
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rain.clear = function()
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rain.raining = false
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rain.sky_last_update = -1
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rain.init_done = false
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skycolor.remove_layer("weather-pack-rain-sky")
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for _, player in ipairs(minetest.get_connected_players()) do
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rain.remove_sound(player)
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rain.remove_player(player)
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end
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end
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minetest.register_globalstep(function(dtime)
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if weather.state ~= "rain" then
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return false
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end
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rain.make_weather()
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end)
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rain.make_weather = function()
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if rain.init_done == false then
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rain.raining = true
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rain.set_sky_box()
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rain.init_done = true
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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if (weather.is_underwater(player)) then
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return false
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end
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rain.add_player(player)
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rain.add_rain_particles(player)
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rain.update_sound(player)
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end
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end
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if weather.reg_weathers.rain == nil then
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weather.reg_weathers.rain = {
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chance = 15,
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clear = rain.clear
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}
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end
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if weather.allow_abm then
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-- ABM for extinguish fire
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minetest.register_abm({
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nodenames = {"mcl_fire:fire"},
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interval = 4.0,
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chance = 2,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if rain.raining and rain.extinguish_fire then
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if weather.is_outdoor(pos) then
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 16, gain = 0.15})
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end
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end
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end
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})
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-- Slowly fill up cauldrons
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minetest.register_abm({
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nodenames = {"mcl_cauldrons:cauldron", "mcl_cauldrons:cauldron_1", "mcl_cauldrons:cauldron_2"},
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interval = 56.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if rain.raining and weather.is_outdoor(pos) then
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if node.name == "mcl_cauldrons:cauldron" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
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elseif node.name == "mcl_cauldrons:cauldron_1" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2"})
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elseif node.name == "mcl_cauldrons:cauldron_2" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3"})
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end
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end
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end
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})
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-- Wetten the soil
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minetest.register_abm({
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nodenames = {"mcl_farming:soil"},
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interval = 22.0,
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chance = 3,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if rain.raining and weather.is_outdoor(pos) then
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if node.name == "mcl_farming:soil" then
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minetest.set_node(pos, {name="mcl_farming:soil_wet"})
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end
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end
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end
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})
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end
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