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MineClone2/mods/ENVIRONMENT/lightning/init.lua

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--[[
Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
Adapted by MineClone2 contributors
"lightning" is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as
published by the Free Software Foundation; either version 2.1
of the license, or (at your option) any later version.
--]]
local S = minetest.get_translator(minetest.get_current_modname())
local get_connected_players = minetest.get_connected_players
local line_of_sight = minetest.line_of_sight
local get_node = minetest.get_node
local set_node = minetest.set_node
local sound_play = minetest.sound_play
local add_particlespawner = minetest.add_particlespawner
local after = minetest.after
local add_entity = minetest.add_entity
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_item_group = minetest.get_item_group
lightning = {
interval_low = 17,
interval_high = 503,
range_h = 100,
range_v = 50,
size = 100,
-- disable this to stop lightning mod from striking
auto = true,
}
local rng = PcgRandom(32321123312123)
local ps = {}
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local ttl = -1
local function revertsky(dtime)
if ttl == 0 then
return
end
ttl = ttl - dtime
if ttl > 0 then
return
end
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mcl_weather.skycolor.remove_layer("lightning")
ps = {}
end
minetest.register_globalstep(revertsky)
-- select a random strike point, midpoint
local function choose_pos(pos)
if not pos then
local playerlist = get_connected_players()
local playercount = table.getn(playerlist)
-- nobody on
if playercount == 0 then
return nil, nil
end
local r = rng:next(1, playercount)
local randomplayer = playerlist[r]
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pos = randomplayer:get_pos()
-- avoid striking underground
if pos.y < -20 then
return nil, nil
end
pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
pos.y = pos.y + (lightning.range_v / 2)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end
local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
-- nothing but air found
if b then
return nil, nil
end
local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
if n.name == "air" or n.name == "ignore" then
return nil, nil
end
return pos, pos2
end
-- lightning strike API
-- * pos: optional, if not given a random pos will be chosen
-- * returns: bool - success if a strike happened
function lightning.strike(pos)
if lightning.auto then
after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
end
local pos2
pos, pos2 = choose_pos(pos)
if not pos then
return false
end
add_particlespawner({
amount = 1,
time = 0.2,
-- make it hit the top of a block exactly with the bottom
minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
minvel = {x = 0, y = 0, z = 0},
maxvel = {x = 0, y = 0, z = 0},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.2,
maxexptime = 0.2,
minsize = lightning.size * 10,
maxsize = lightning.size * 10,
collisiondetection = true,
vertical = true,
-- to make it appear hitting the node that will get set on fire, make sure
-- to make the texture lightning bolt hit exactly in the middle of the
-- texture (e.g. 127/128 on a 256x wide texture)
texture = "lightning_lightning_" .. rng:next(1,3) .. ".png",
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glow = minetest.LIGHT_MAX,
})
sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
-- damage nearby objects, transform mobs
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-- TODO: use an API insteed of hardcoding this behaviour
local objs = get_objects_inside_radius(pos2, 3.5)
for o=1, #objs do
local obj = objs[o]
local lua = obj:get_luaentity()
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-- pig → zombie pigman (no damage)
if lua and lua.name == "mobs_mc:pig" then
local rot = obj:get_yaw()
obj:remove()
obj = add_entity(pos2, "mobs_mc:pigman")
obj:set_yaw(rot)
-- mooshroom: toggle color red/brown (no damage)
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elseif lua and lua.name == "mobs_mc:mooshroom" then
if lua.base_texture[1] == "mobs_mc_mooshroom.png" then
lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" }
else
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lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" }
end
obj:set_properties({textures = lua.base_texture})
-- villager → witch (no damage)
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--elseif lua and lua.name == "mobs_mc:villager" then
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-- Witches are incomplete, this code is unused
-- TODO: Enable this code when witches are working.
--[[
local rot = obj:get_yaw()
obj:remove()
obj = minetest.add_entity(pos2, "mobs_mc:witch")
obj:set_yaw(rot)
]]
-- charged creeper
elseif lua and lua.name == "mobs_mc:creeper" then
local rot = obj:get_yaw()
obj:remove()
obj = add_entity(pos2, "mobs_mc:creeper_charged")
obj:set_yaw(rot)
-- Other objects: Just damage
else
mcl_util.deal_damage(obj, 5, {type = "lightning_bolt"})
end
end
local playerlist = get_connected_players()
for i = 1, #playerlist do
local player = playerlist[i]
local sky = {}
sky.bgcolor, sky.type, sky.textures = player:get_sky()
local name = player:get_player_name()
if ps[name] == nil then
ps[name] = {p = player, sky = sky}
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mcl_weather.skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true)
mcl_weather.skycolor.active = true
end
end
-- trigger revert of skybox
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ttl = 0.1
-- Events caused by the lightning strike: Fire, damage, mob transformations, rare skeleton spawn
pos2.y = pos2.y + 1/2
local skeleton_lightning = false
if rng:next(1,100) <= 3 then
skeleton_lightning = true
end
if get_item_group(get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
if get_node(pos2).name == "air" then
-- Low chance for a lightning to spawn skeleton horse + skeletons
if skeleton_lightning then
add_entity(pos2, "mobs_mc:skeleton_horse")
local angle, posadd
angle = math.random(0, math.pi*2)
for i=1,3 do
posadd = {x=math.cos(angle),y=0,z=math.sin(angle)}
posadd = vector.normalize(posadd)
local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
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mob:set_yaw(angle-math.pi/2)
angle = angle + (math.pi*2) / 3
end
-- Cause a fire
else
set_node(pos2, {name = "mcl_fire:fire"})
end
end
end
end
-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
after(5, function(dtime)
if lightning.auto then
after(rng:next(lightning.interval_low,
lightning.interval_high), lightning.strike)
end
end)
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minetest.register_chatcommand("lightning", {
params = "[<X> <Y> <Z>]",
description = S("Let lightning strike at the specified position or yourself"),
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privs = { maphack = true },
func = function(name, param)
local pos = {}
pos.x, pos.y, pos.z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$")
pos.x = tonumber(pos.x)
pos.y = tonumber(pos.y)
pos.z = tonumber(pos.z)
if not (pos.x and pos.y and pos.z) then
pos = nil
end
if name == "" and pos == nil then
return false, "No position specified and unknown player"
end
if pos then
lightning.strike(pos)
else
local player = minetest.get_player_by_name(name)
if player then
lightning.strike(player:get_pos())
else
return false, S("No position specified and unknown player")
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end
end
return true
end,
})