regional_weather/abms/puddle.lua

124 lines
2.9 KiB
Lua

local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 30
local MIN_DISTANCE = 2
if not regional_weather.settings.puddles then
for i=1,VARIANT_COUNT do
for r=0,270,90 do
minetest.register_alias(BLOCK_PREFIX .. i .. "_" .. r, "air")
end
end
return
end
local node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
}
for i = 1,VARIANT_COUNT do
for rotation = 0,270,90 do
for flip = 0,1 do
local name = BLOCK_PREFIX .. i .. "_" .. rotation
local texture = "weather_puddle." .. i .. ".png^[opacity:128"
if flip == 1 or rotation > 0 then
texture = texture .. "^[transform"
end
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "FX"
end
if rotation > 0 then
texture = texture .. "R" .. rotation
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = 1,
regional_weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
end
end
end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
local function get_random_puddle()
local index = math.random(1, VARIANT_COUNT)
local rotation = math.random(0, 3) * 90
local flip = math.random(0, 1)
local name = BLOCK_PREFIX .. index .. "_" .. rotation
if flip == 1 then
name = name .. "_flipped"
end
return name
end
-- Makes Puddles when raining
climate_api.register_abm({
label = "create rain puddles",
nodenames = { "group:soil", "group:stone" },
neighbors = { "air" },
interval = 10,
chance = 50,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
daylight = 15
},
pos_override = function(pos)
return vector.add(pos, { x = 0, y = 1, z = 0 })
end,
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
if minetest.find_node_near(pos, MIN_DISTANCE, "group:regional_weather_puddle") then return end
local puddle_name = get_random_puddle()
minetest.set_node(pos, {name = puddle_name})
end
})
-- Makes puddles dry up when not raining
climate_api.register_abm({
label = "remove rain puddles",
nodenames = { "group:regional_weather_puddle" },
interval = 5,
chance = 5,
catch_up = true,
action = function (pos, node, env)
if env.humidity < 55 then
minetest.remove_node(pos)
elseif env.heat < 30 and regional_weather.settings.snow_cover then
minetest.set_node(pos, {name = "regional_weather:snow_cover_1"})
end
end
})