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mirror of https://gitlab.com/rautars/weather_pack.git synced 2025-07-16 05:40:22 +02:00

start using happy_weather_api, fix #8 sky reseting issue

This commit is contained in:
Arturas Norkus
2017-05-22 13:40:16 +03:00
parent dcde7bdd2d
commit 9ec1790b16
30 changed files with 1420 additions and 680 deletions

296
rain.lua
View File

@ -1,186 +1,172 @@
rain = {
-- max rain particles created at time
particles_count = 35,
------------------------------
-- Happy Weather: Rain
-- flag to turn on/off extinguish fire for rain
extinguish_fire = true,
-- flag useful when mixing weathers
raining = false,
-- License: MIT
-- keeping last timeofday value (rounded).
-- Defaulted to non-existing value for initial comparing.
sky_last_update = -1,
-- Credits: xeranas
------------------------------
init_done = false,
}
local rain = {}
rain.last_check = 0
rain.check_interval = 400
rain.sound_handler = function(player)
return minetest.sound_play("weather_rain", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
-- Weather identification code
rain.code = "rain"
-- set skybox based on time (uses skycolor api)
rain.set_sky_box = function()
skycolor.add_layer(
"weather-pack-rain-sky",
{{r=0, g=0, b=0},
{r=85, g=86, b=98},
{r=152, g=150, b=159},
{r=85, g=86, b=98},
{r=0, g=0, b=0}})
skycolor.active = true
end
-- Keeps sound handler references
local sound_handlers = {}
-- creating manually parctiles instead of particles spawner because of easier to control
-- spawn position.
rain.add_rain_particles = function(player)
-- Manual triggers flags
local manual_trigger_start = false
local manual_trigger_end = false
rain.last_rp_count = 0
for i=rain.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
rain.last_rp_count = 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,
texture = rain.get_texture(),
playername = player:get_player_name()
})
-- Skycolor layer id
local SKYCOLOR_LAYER = "happy_weather_rain_sky"
rain.is_starting = function(dtime, position)
if rain.last_check + rain.check_interval < os.time() then
rain.last_check = os.time()
if math.random() < 0.1 then
happy_weather.request_to_end("light_rain")
happy_weather.request_to_end("heavy_rain")
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
-- Simple random texture getter
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"
rain.is_ending = function(dtime)
if rain.last_check + rain.check_interval < os.time() then
rain.last_check = os.time()
if math.random() < 0.3 then
happy_weather.request_to_start("light_rain")
return true
end
end
return texture_name;
if manual_trigger_end then
manual_trigger_end = false
return true
end
return false
end
local set_sky_box = function(player_name)
local sl = {}
sl.layer_type = skylayer.SKY_PLAIN
sl.name = SKYCOLOR_LAYER
sl.data = {gradient_data={}}
sl.data.gradient_data.colors = {
{r=0, g=0, b=0},
{r=85, g=86, b=98},
{r=152, g=150, b=159},
{r=85, g=86, b=98},
{r=0, g=0, b=0}
}
skylayer.add_layer(player_name, sl)
end
local set_rain_sound = function(player)
return minetest.sound_play("rain_drop", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
local remove_rain_sound = function(player)
local sound = sound_handlers[player:get_player_name()]
if sound ~= nil then
minetest.sound_stop(sound)
sound_handlers[player:get_player_name()] = nil
end
end
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
rain.add_player = function(player)
if weather.players[player:get_player_name()] == nil then
local player_meta = {}
player_meta.origin_sky = {player:get_sky()}
weather.players[player:get_player_name()] = player_meta
end
sound_handlers[player:get_player_name()] = set_rain_sound(player)
set_sky_box(player:get_player_name())
end
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
rain.remove_player = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.origin_sky ~= nil then
player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3])
weather.players[player:get_player_name()] = nil
end
remove_rain_sound(player)
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
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.
rain.update_sound = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil then
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
return false
end
if player_meta.sound_handler ~= nil then
if rain.last_rp_count == 0 then
minetest.sound_stop(player_meta.sound_handler)
player_meta.sound_handler = nil
end
elseif rain.last_rp_count > 0 then
player_meta.sound_handler = rain.sound_handler(player)
end
player_meta.sound_updated = os.time()
-- Random texture getter
local choice_random_rain_drop_texture = function()
local texture_name
local random_number = math.random()
if random_number > 0.33 then
texture_name = "happy_weather_light_rain_raindrop_1.png"
elseif random_number > 0.66 then
texture_name = "happy_weather_light_rain_raindrop_2.png"
else
texture_name = "happy_weather_light_rain_raindrop_3.png"
end
return texture_name;
end
-- rain sound removed from player.
rain.remove_sound = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.sound_handler ~= nil then
minetest.sound_stop(player_meta.sound_handler)
player_meta.sound_handler = nil
end
local add_rain_particle = function(player)
local offset = {
front = 5,
back = 2,
top = 6
}
local random_pos = hw_utils.get_random_pos(player, offset)
if hw_utils.is_outdoor(random_pos) then
minetest.add_particle({
pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
velocity = {x=0, y=-15, z=0},
acceleration = {x=0, y=-35, z=0},
expirationtime = 2,
size = math.random(1, 6),
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = choice_random_rain_drop_texture(),
playername = player:get_player_name()
})
end
end
-- callback function for removing rain
rain.clear = function()
rain.raining = false
rain.sky_last_update = -1
rain.init_done = false
skycolor.remove_layer("weather-pack-rain-sky")
for _, player in ipairs(minetest.get_connected_players()) do
rain.remove_sound(player)
rain.remove_player(player)
end
local display_rain_particles = function(player)
if hw_utils.is_underwater(player) then
return
end
add_rain_particle(player)
end
minetest.register_globalstep(function(dtime)
if weather.state ~= "rain" then
return false
end
rain.make_weather()
end)
rain.make_weather = function()
if rain.init_done == false then
rain.raining = true
rain.set_sky_box()
end
for _, player in ipairs(minetest.get_connected_players()) do
if (weather.is_underwater(player)) then
return false
end
rain.add_player(player)
rain.add_rain_particles(player)
rain.update_sound(player)
end
rain.in_area = function(position)
if position.y > -10 then
return true
end
return false
end
if weather.reg_weathers.rain == nil then
weather.reg_weathers.rain = {
chance = 15,
clear = rain.clear
}
local particles_number_per_update = 10
rain.render = function(dtime, player)
for i=particles_number_per_update, 1,-1 do
display_rain_particles(player)
end
end
-- ABM for extinguish fire
if weather.allow_abm then
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 4.0,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
if rain.raining and rain.extinguish_fire then
if weather.is_outdoor(pos) then
minetest.remove_node(pos)
end
end
end
})
end
rain.start = function()
manual_trigger_start = true
end
rain.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(rain)