rain = { -- max rain particles created at time particles_count = 35, -- 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, } rain.sound_handler = function(player) return minetest.sound_play("weather_rain", { object = player, max_hear_distance = 2, loop = true, }) end -- set skybox based on time (uses skycolor api) rain.set_sky_box = function(player) skycolor.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}, } skycolor.active = true end -- creating manually parctiles instead of particles spawner because of easier to control -- spawn position. rain.add_rain_particles = function(player) 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() }) end end 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" end return texture_name; 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 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 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() end 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 end -- callback function for removing rain rain.clear = function() rain.raining = false rain.sky_last_update = -1 skycolor.active = false skycolor.colors = {} skycolor.set_default_sky() for _, player in ipairs(minetest.get_connected_players()) do rain.remove_sound(player) rain.remove_player(player) end end minetest.register_globalstep(function(dtime) if weather.state ~= "rain" then return false end rain.make_weather() end) rain.make_weather = function() rain.raining = true rain.set_sky_box() 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 end if weather.reg_weathers.rain == nil then weather.reg_weathers.rain = { chance = 15, clear = rain.clear } 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