climate_api/ca_effects/particles.lua

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if not climate_mod.settings.particles then return end
local EFFECT_NAME = "climate_api:particles"
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local function get_particle_texture(particles)
if type(particles.textures) == "nil" or next(particles.textures) == nil then
return particles.texture
end
return particles.textures[math.random(#particles.textures)]
end
local function spawn_particles(player, particles)
local ppos = player:getpos()
local wind = climate_api.environment.get_wind()
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local amount = particles.amount * climate_mod.settings.particle_count
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local texture = get_particle_texture(particles)
local vel = vector.new({
x = wind.x,
y = -particles.falling_speed,
z = wind.z
})
local acc = vector.new({x=0, y=0, z=0})
local wind_pos = vector.multiply(
vector.normalize(vel),
-vector.length(wind)
)
wind_pos.y = 0
local minp = vector.add(vector.add(ppos, particles.min_pos), wind_pos)
local maxp = vector.add(vector.add(ppos, particles.max_pos), wind_pos)
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local exp = particles.exptime
local vertical = math.abs(vector.normalize(vel).y) >= 0.6
minetest.add_particlespawner({
amount = amount,
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time = 0.5,
minpos = minp,
maxpos = maxp,
minvel = vel,
maxvel = vel,
minacc = acc,
maxacc = acc,
minexptime = exp,
maxexptime = exp,
minsize = particles.size,
maxsize = particles.size,
collisiondetection = true,
collision_removal = true,
vertical = vertical,
texture = texture,
player = player:get_player_name()
})
end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
for weather, value in pairs(data) do
spawn_particles(player, value)
end
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.SHORT_CYCLE)