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MineClone2/mods/ENTITIES/mcl_dripping/init.lua

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-- Dripping Water Mod
-- by kddekadenz
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-- License of code, textures & sounds: CC0
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local math = math
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mcl_dripping = {}
---@param pos Vector
---@param liquid string
---@param sound SimpleSoundSpec
---@param interval integer
---@param texture string
local function make_drop(pos, liquid, sound, interval, texture)
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local pt = {
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velocity = vector.zero(),
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collision_removal = false,
}
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local t = math.random() + math.random(1, interval)
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minetest.after(t, function()
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local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
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pt.pos = vector.offset(pos, x, -0.52, z)
pt.acceleration = vector.zero()
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pt.collisiondetection = false
pt.expirationtime = t
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pt.texture = "[combine:2x2:" ..
-math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
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minetest.add_particle(pt)
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minetest.after(t, function()
pt.acceleration = vector.new(0, -5, 0)
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pt.collisiondetection = true
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pt.expirationtime = math.random() + math.random(1, interval / 2)
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minetest.add_particle(pt)
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minetest.sound_play(sound, { pos = pos, gain = 0.5, max_hear_distance = 8 },
true)
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end)
end)
end
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---@class mcl_dripping_drop_definition
---@field liquid string The group the liquid's nodes belong to
---@field texture string The texture used (particles will take a random 2x2 area of it)
---@field light integer Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
---@field nodes string[] The nodes (or node group) the particles will spawn under
---@field interval integer The interval for the ABM to run
---@field chance integer The chance of the ABM
---@field sound SimpleSoundSpec The sound that will be played then the particle detaches from the roof
---@param def mcl_dripping_drop_definition
function mcl_dripping.register_drop(def)
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minetest.register_abm({
label = "Create drops",
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nodenames = def.nodes,
neighbors = { "group:" .. def.liquid },
interval = def.interval,
chance = def.chance,
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action = function(pos)
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local r = math.ceil(def.interval / 20)
local nn = minetest.find_nodes_in_area(vector.offset(pos, -r, 0, -r), vector.offset(pos, r, 0, r), def.nodes)
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--start a bunch of particle cycles to be able to get away
--with longer abm cycles
table.shuffle(nn)
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for i = 1, math.random(#nn) do
if minetest.get_item_group(minetest.get_node(vector.offset(nn[i], 0, 1, 0)).name, def.liquid) ~= 0
and minetest.get_node(vector.offset(nn[i], 0, -1, 0)).name == "air" then
make_drop(nn[i], def.liquid, def.sound, def.interval, def.texture)
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end
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end
end,
})
end
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mcl_dripping.register_drop({
liquid = "water",
texture = "default_water_source_animated.png",
light = 1,
nodes = { "group:opaque", "group:leaves" },
sound = "drippingwater_drip",
interval = 60,
chance = 10,
})
mcl_dripping.register_drop({
liquid = "lava",
texture = "default_lava_source_animated.png",
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
nodes = { "group:opaque" },
sound = "drippingwater_lavadrip",
interval = 60,
chance = 10,
})