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MineClone2/mods/ENVIRONMENT/mcl_weather/rain.lua

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local PARTICLES_COUNT_RAIN = 30
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local PARTICLES_COUNT_THUNDER = 45
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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,
-- 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,
}
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mcl_weather.rain.sound_handler = function(player)
return minetest.sound_play("weather_rain", {
to_player = player,
loop = true,
})
end
-- set skybox based on time (uses skycolor api)
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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},
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{r=135, g=135, b=151},
{r=85, g=86, b=98},
{r=0, g=0, b=0}})
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mcl_weather.skycolor.active = true
for _, player in pairs(minetest.get_connected_players()) do
player:set_clouds({color="#5D5D5FE8"})
end
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end
end
-- creating manually parctiles instead of particles spawner because of easier to control
-- spawn position.
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mcl_weather.rain.add_rain_particles = function(player)
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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
minetest.add_particle({
pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
velocity = {x=0, y=-10, z=0},
acceleration = {x=0, y=-30, z=0},
expirationtime = 0.2,
size = math.random(0.5, 3),
collisiondetection = true,
collision_removal = true,
vertical = true,
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texture = mcl_weather.rain.get_texture(),
playername = player:get_player_name()
})
end
end
end
-- Simple random texture getter
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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.
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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()}
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mcl_weather.players[player:get_player_name()] = player_meta
end
end
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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mcl_weather.rain.remove_player = function(player)
local player_meta = mcl_weather.players[player:get_player_name()]
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], true)
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player:set_clouds({color="#FFF0F0E5"})
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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.
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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
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if mcl_weather.rain.last_rp_count == 0 then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
player_meta.sound_handler = nil
end
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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.
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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
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
player_meta.sound_handler = nil
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player_meta.sound_updated = nil
end
end
-- callback function for removing rain
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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
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mcl_weather.rain.remove_sound(player)
mcl_weather.rain.remove_player(player)
end
end
minetest.register_globalstep(function(dtime)
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if mcl_weather.state ~= "rain" then
return false
end
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mcl_weather.rain.make_weather()
end)
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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)
mcl_weather.rain.init_done = true
end
for _, player in ipairs(minetest.get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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mcl_weather.rain.remove_sound(player)
return false
end
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mcl_weather.rain.add_player(player)
mcl_weather.rain.add_rain_particles(player)
mcl_weather.rain.update_sound(player)
end
end
-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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mcl_weather.rain.set_particles_mode = function(mode)
if mode == "thunder" then
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
else
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
end
end
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if mcl_weather.allow_abm then
-- ABM for extinguish fire
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minetest.register_abm({
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label = "Rain extinguishes fire",
nodenames = {"mcl_fire:fire"},
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interval = 2.0,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
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if mcl_weather.rain.raining and mcl_weather.rain.extinguish_fire then
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if mcl_weather.is_outdoor(pos) then
minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1})
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end
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end
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end,
})
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-- Slowly fill up cauldrons
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minetest.register_abm({
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label = "Rain fills cauldrons with water",
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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)
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-- Rain is equivalent to a water bottle
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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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"})
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elseif node.name == "mcl_cauldrons:cauldron_1r" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2r"})
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elseif node.name == "mcl_cauldrons:cauldron_2r" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3r"})
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end
end
end
})
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-- Wetten the soil
minetest.register_abm({
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label = "Rain hydrates farmland",
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nodenames = {"mcl_farming:soil"},
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interval = 22.0,
chance = 3,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if node.name == "mcl_farming:soil" then
minetest.set_node(pos, {name="mcl_farming:soil_wet"})
end
end
end
})
end
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if mcl_weather.reg_weathers.rain == nil then
mcl_weather.reg_weathers.rain = {
clear = mcl_weather.rain.clear,
light_factor = 0.6,
-- 10min - 20min
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min_duration = 600,
max_duration = 1200,
transitions = {
[65] = "none",
[70] = "snow",
[100] = "thunder",
}
}
end