forked from mtcontrib/weather_pack
refactor: moved weather files to separate dir
This commit is contained in:
211
weathers/heavy_rain.lua
Normal file
211
weathers/heavy_rain.lua
Normal file
@ -0,0 +1,211 @@
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------------------------------
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-- Happy Weather: Heavy Rain
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-- License: MIT
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-- Credits: xeranas
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------------------------------
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local heavy_rain = {}
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heavy_rain.last_check = 0
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heavy_rain.check_interval = 200
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-- Weather identification code
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heavy_rain.code = "heavy_rain"
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-- Keeps sound handler references
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local sound_handlers = {}
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-- Manual triggers flags
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local manual_trigger_start = false
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local manual_trigger_end = false
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-- Skycolor layer id
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local SKYCOLOR_LAYER = "happy_weather_heavy_rain_sky"
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heavy_rain.is_starting = function(dtime, position)
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if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
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heavy_rain.last_check = os.time()
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local heavy_rain_chance = 0.06
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if hw_utils.is_biome_tropic(position) then
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heavy_rain_chance = 0.4
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end
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if math.random() < heavy_rain_chance then
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happy_weather.request_to_end("light_rain")
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happy_weather.request_to_end("rain")
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return true
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end
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end
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if manual_trigger_start then
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manual_trigger_start = false
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return true
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end
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return false
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end
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heavy_rain.is_ending = function(dtime)
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if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
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heavy_rain.last_check = os.time()
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if math.random() < 0.7 then
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if math.random() < 0.4 then
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happy_weather.request_to_start("rain")
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end
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return true
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end
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end
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if manual_trigger_end then
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manual_trigger_end = false
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return true
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end
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return false
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end
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local set_sky_box = function(player_name)
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local sl = {}
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sl.name = SKYCOLOR_LAYER
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sl.sky_data = {
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gradient_colors = {
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{r=0, g=0, b=0},
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{r=85, g=86, b=98},
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{r=142, g=140, b=149},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}
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},
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}
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sl.clouds_data = {
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gradient_colors = {
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{r=0, g=0, b=0},
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{r=65, g=66, b=78},
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{r=112, g=110, b=119},
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{r=65, g=66, b=78},
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{r=0, g=0, b=0}
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},
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speed = {z = 10, y = -40},
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density = 0.6
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}
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skylayer.add_layer(player_name, sl)
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end
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local set_rain_sound = function(player)
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return minetest.sound_play("heavy_rain_drop", {
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object = player,
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max_hear_distance = 2,
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loop = true,
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})
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end
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local remove_rain_sound = function(player)
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local sound = sound_handlers[player:get_player_name()]
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if sound ~= nil then
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minetest.sound_stop(sound)
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sound_handlers[player:get_player_name()] = nil
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end
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end
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heavy_rain.add_player = function(player)
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sound_handlers[player:get_player_name()] = set_rain_sound(player)
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set_sky_box(player:get_player_name())
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end
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heavy_rain.remove_player = function(player)
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remove_rain_sound(player)
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skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
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end
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local rain_drop_texture = "happy_weather_heavy_rain_drops.png"
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local add_close_range_rain_particle = function(player)
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local offset = {
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front = 1,
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back = 0,
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top = 6
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}
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local random_pos = hw_utils.get_random_pos(player, offset)
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local rain_texture_size_offset_y = -1
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if hw_utils.is_outdoor(random_pos, rain_texture_size_offset_y) then
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-10, z=0},
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expirationtime = 5,
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size = 30,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = rain_drop_texture,
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playername = player:get_player_name()
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})
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end
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end
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local add_wide_range_rain_particle = function(player)
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local offset = {
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front = 10,
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back = 5,
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top = 8
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}
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local random_pos = hw_utils.get_random_pos(player, offset)
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if hw_utils.is_outdoor(random_pos) then
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-15, z=0},
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expirationtime = 5,
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size = 30,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = rain_drop_texture,
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playername = player:get_player_name()
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})
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end
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end
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local display_rain_particles = function(player)
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if hw_utils.is_underwater(player) then
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return
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end
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add_close_range_rain_particle(player)
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local particles_number_per_update = 5
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for i=particles_number_per_update, 1,-1 do
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add_wide_range_rain_particle(player)
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end
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end
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heavy_rain.render = function(dtime, player)
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display_rain_particles(player)
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end
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heavy_rain.start = function()
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manual_trigger_start = true
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end
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heavy_rain.stop = function()
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manual_trigger_end = true
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end
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heavy_rain.in_area = function(position)
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if hw_utils.is_biome_frozen(position) or
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hw_utils.is_biome_dry(position) then
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return false
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end
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if position.y > -10 and position.y < 120 then
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return true
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end
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return false
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end
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happy_weather.register_weather(heavy_rain)
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166
weathers/light_rain.lua
Normal file
166
weathers/light_rain.lua
Normal file
@ -0,0 +1,166 @@
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------------------------------
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-- Happy Weather: Light Rain
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-- License: MIT
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-- Credits: xeranas
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------------------------------
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local light_rain = {}
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light_rain.last_check = 0
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light_rain.check_interval = 200
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light_rain.chance = 0.15
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-- Weather identification code
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light_rain.code = "light_rain"
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-- Keeps sound handler references
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local sound_handlers = {}
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-- Manual triggers flags
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local manual_trigger_start = false
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local manual_trigger_end = false
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-- Skycolor layer id
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local SKYCOLOR_LAYER = "happy_weather_light_rain_sky"
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light_rain.is_starting = function(dtime, position)
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if light_rain.last_check + light_rain.check_interval < os.time() then
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light_rain.last_check = os.time()
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if math.random() < light_rain.chance then
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return true
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end
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end
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if manual_trigger_start then
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manual_trigger_start = false
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return true
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end
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return false
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end
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light_rain.is_ending = function(dtime)
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if light_rain.last_check + light_rain.check_interval < os.time() then
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light_rain.last_check = os.time()
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if math.random() < 0.5 then
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return true
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end
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end
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if manual_trigger_end then
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manual_trigger_end = false
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return true
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end
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return false
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end
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local set_sky_box = function(player_name)
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local sl = {}
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sl.name = SKYCOLOR_LAYER
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sl.clouds_data = {
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gradient_colors = {
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{r=50, g=50, b=50},
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{r=120, g=120, b=120},
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{r=200, g=200, b=200},
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{r=120, g=120, b=120},
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{r=50, g=50, b=50}
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},
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density = 0.6
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}
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skylayer.add_layer(player_name, sl)
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end
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local set_rain_sound = function(player)
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return minetest.sound_play("light_rain_drop", {
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object = player,
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max_hear_distance = 2,
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loop = true,
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})
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end
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local remove_rain_sound = function(player)
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local sound = sound_handlers[player:get_player_name()]
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if sound ~= nil then
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minetest.sound_stop(sound)
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sound_handlers[player:get_player_name()] = nil
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end
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end
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light_rain.add_player = function(player)
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sound_handlers[player:get_player_name()] = set_rain_sound(player)
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set_sky_box(player:get_player_name())
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end
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light_rain.remove_player = function(player)
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remove_rain_sound(player)
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skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
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end
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-- Random texture getter
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local choice_random_rain_drop_texture = function()
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local base_name = "happy_weather_light_rain_raindrop_"
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local number = math.random(1, 4)
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local extension = ".png"
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return base_name .. number .. extension
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end
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local add_rain_particle = function(player)
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local offset = {
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front = 5,
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back = 2,
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top = 4
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}
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local random_pos = hw_utils.get_random_pos(player, offset)
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if hw_utils.is_outdoor(random_pos) then
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 2,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = choice_random_rain_drop_texture(),
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playername = player:get_player_name()
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})
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end
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end
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local display_rain_particles = function(player)
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if hw_utils.is_underwater(player) then
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return
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end
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add_rain_particle(player)
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end
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light_rain.in_area = function(position)
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if hw_utils.is_biome_frozen(position) or
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hw_utils.is_biome_dry(position) then
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return false
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end
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if position.y > -10 and position.y < 120 then
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return true
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end
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return false
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end
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light_rain.render = function(dtime, player)
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display_rain_particles(player)
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end
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light_rain.start = function()
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manual_trigger_start = true
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end
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light_rain.stop = function()
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manual_trigger_end = true
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end
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happy_weather.register_weather(light_rain)
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183
weathers/rain.lua
Normal file
183
weathers/rain.lua
Normal file
@ -0,0 +1,183 @@
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------------------------------
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-- Happy Weather: Rain
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-- License: MIT
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-- Credits: xeranas
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------------------------------
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local rain = {}
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rain.last_check = 0
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rain.check_interval = 300
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rain.chance = 0.1
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-- Weather identification code
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rain.code = "rain"
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-- Keeps sound handler references
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local sound_handlers = {}
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-- Manual triggers flags
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local manual_trigger_start = false
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local manual_trigger_end = false
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-- Skycolor layer id
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local SKYCOLOR_LAYER = "happy_weather_rain_sky"
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rain.is_starting = function(dtime, position)
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < rain.chance then
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happy_weather.request_to_end("light_rain")
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happy_weather.request_to_end("heavy_rain")
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return true
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end
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end
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if manual_trigger_start then
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manual_trigger_start = false
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return true
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end
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return false
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end
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rain.is_ending = function(dtime)
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < 0.6 then
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happy_weather.request_to_start("light_rain")
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return true
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end
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end
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if manual_trigger_end then
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manual_trigger_end = false
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return true
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end
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return false
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end
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local set_sky_box = function(player_name)
|
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local sl = {}
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sl.layer_type = skylayer.SKY_PLAIN
|
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sl.name = SKYCOLOR_LAYER
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sl.sky_data = {
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gradient_colors = {
|
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{r=0, g=0, b=0},
|
||||
{r=65, g=66, b=78},
|
||||
{r=112, g=110, b=119},
|
||||
{r=65, g=66, b=78},
|
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{r=0, g=0, b=0}
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},
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}
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sl.clouds_data = {
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gradient_colors = {
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{r=10, g=10, b=10},
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{r=55, g=56, b=68},
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{r=102, g=100, b=109},
|
||||
{r=55, g=56, b=68},
|
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{r=10, g=10, b=10}
|
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},
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density = 0.5
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}
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skylayer.add_layer(player_name, sl)
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end
|
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local set_rain_sound = function(player)
|
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return minetest.sound_play("rain_drop", {
|
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object = player,
|
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max_hear_distance = 2,
|
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loop = true,
|
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})
|
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end
|
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local remove_rain_sound = function(player)
|
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local sound = sound_handlers[player:get_player_name()]
|
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if sound ~= nil then
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minetest.sound_stop(sound)
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sound_handlers[player:get_player_name()] = nil
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end
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end
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rain.add_player = function(player)
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sound_handlers[player:get_player_name()] = set_rain_sound(player)
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set_sky_box(player:get_player_name())
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end
|
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rain.remove_player = function(player)
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remove_rain_sound(player)
|
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skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
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end
|
||||
|
||||
-- Random texture getter
|
||||
local choice_random_rain_drop_texture = function()
|
||||
local base_name = "happy_weather_light_rain_raindrop_"
|
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local number = math.random(1, 4)
|
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local extension = ".png"
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return base_name .. number .. extension
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end
|
||||
|
||||
local add_rain_particle = function(player)
|
||||
local offset = {
|
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front = 5,
|
||||
back = 2,
|
||||
top = 6
|
||||
}
|
||||
|
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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, 4),
|
||||
collisiondetection = true,
|
||||
collision_removal = true,
|
||||
vertical = true,
|
||||
texture = choice_random_rain_drop_texture(),
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
local display_rain_particles = function(player)
|
||||
if hw_utils.is_underwater(player) then
|
||||
return
|
||||
end
|
||||
|
||||
add_rain_particle(player)
|
||||
end
|
||||
|
||||
rain.in_area = function(position)
|
||||
if hw_utils.is_biome_frozen(position) or
|
||||
hw_utils.is_biome_dry(position) then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
rain.start = function()
|
||||
manual_trigger_start = true
|
||||
end
|
||||
|
||||
rain.stop = function()
|
||||
manual_trigger_end = true
|
||||
end
|
||||
|
||||
happy_weather.register_weather(rain)
|
144
weathers/snow.lua
Normal file
144
weathers/snow.lua
Normal file
@ -0,0 +1,144 @@
|
||||
------------------------------
|
||||
-- Happy Weather: Light Rain
|
||||
|
||||
-- License: MIT
|
||||
|
||||
-- Credits: xeranas
|
||||
------------------------------
|
||||
|
||||
local snow = {}
|
||||
snow.last_check = 0
|
||||
snow.check_interval = 200
|
||||
snow.chance = 0.2
|
||||
|
||||
-- Weather identification code
|
||||
snow.code = "snow"
|
||||
|
||||
-- Manual triggers flags
|
||||
local manual_trigger_start = false
|
||||
local manual_trigger_end = false
|
||||
|
||||
-- Skycolor layer id
|
||||
local SKYCOLOR_LAYER = "happy_weather_snow_sky"
|
||||
|
||||
snow.is_starting = function(dtime, position)
|
||||
if snow.last_check + snow.check_interval < os.time() then
|
||||
snow.last_check = os.time()
|
||||
if math.random() < snow.chance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_start then
|
||||
manual_trigger_start = false
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
snow.is_ending = function(dtime)
|
||||
if snow.last_check + snow.check_interval < os.time() then
|
||||
snow.last_check = os.time()
|
||||
if math.random() < 0.5 then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
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.name = SKYCOLOR_LAYER
|
||||
sl.sky_data = {
|
||||
gradient_colors = {
|
||||
{r=0, g=0, b=0},
|
||||
{r=231, g=234, b=239},
|
||||
{r=0, g=0, b=0}
|
||||
}
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
|
||||
snow.add_player = function(player)
|
||||
set_sky_box(player:get_player_name())
|
||||
end
|
||||
|
||||
snow.remove_player = function(player)
|
||||
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
|
||||
end
|
||||
|
||||
-- Random texture getter
|
||||
local choice_random_rain_drop_texture = function()
|
||||
local base_name = "happy_weather_light_snow_snowflake_"
|
||||
local number = math.random(1, 3)
|
||||
local extension = ".png"
|
||||
return base_name .. number .. extension
|
||||
end
|
||||
|
||||
local add_particle = function(player)
|
||||
local offset = {
|
||||
front = 5,
|
||||
back = 2,
|
||||
top = 4
|
||||
}
|
||||
|
||||
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 = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)},
|
||||
acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)},
|
||||
expirationtime = 2.0,
|
||||
size = math.random(0.5, 2),
|
||||
collisiondetection = true,
|
||||
collision_removal = true,
|
||||
vertical = true,
|
||||
texture = choice_random_rain_drop_texture(),
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
local display_particles = function(player)
|
||||
if hw_utils.is_underwater(player) then
|
||||
return
|
||||
end
|
||||
|
||||
add_particle(player)
|
||||
end
|
||||
|
||||
local particles_number_per_update = 10
|
||||
snow.render = function(dtime, player)
|
||||
for i=particles_number_per_update, 1,-1 do
|
||||
display_particles(player)
|
||||
end
|
||||
end
|
||||
|
||||
snow.in_area = function(position)
|
||||
if hw_utils.is_biome_frozen(position) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
snow.start = function()
|
||||
manual_trigger_start = true
|
||||
end
|
||||
|
||||
snow.stop = function()
|
||||
manual_trigger_end = true
|
||||
end
|
||||
|
||||
happy_weather.register_weather(snow)
|
164
weathers/snowstorm.lua
Normal file
164
weathers/snowstorm.lua
Normal file
@ -0,0 +1,164 @@
|
||||
----------------------------
|
||||
-- Happy Weather: Snowfall
|
||||
|
||||
-- License: MIT
|
||||
|
||||
-- Credits: xeranas
|
||||
----------------------------
|
||||
|
||||
local snowstorm = {}
|
||||
|
||||
-- Weather identification code
|
||||
snowstorm.code = "snowstorm"
|
||||
snowstorm.last_check = 0
|
||||
snowstorm.check_interval = 5
|
||||
snowstorm.chance = 1
|
||||
|
||||
-- Keeps sound handler references
|
||||
local sound_handlers = {}
|
||||
|
||||
-- Manual triggers flags
|
||||
local manual_trigger_start = false
|
||||
local manual_trigger_end = false
|
||||
|
||||
-- Skycolor layer id
|
||||
local SKYCOLOR_LAYER = "happy_weather_snowstorm_sky"
|
||||
|
||||
local set_weather_sound = function(player)
|
||||
return minetest.sound_play("happy_weather_snowstorm", {
|
||||
object = player,
|
||||
max_hear_distance = 2,
|
||||
loop = true,
|
||||
})
|
||||
end
|
||||
|
||||
local remove_weather_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
|
||||
|
||||
snowstorm.is_starting = function(dtime, position)
|
||||
if snowstorm.last_check + snowstorm.check_interval < os.time() then
|
||||
snowstorm.last_check = os.time()
|
||||
if math.random() < snowstorm.chance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_start then
|
||||
manual_trigger_start = false
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
snowstorm.is_ending = function(dtime)
|
||||
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.sky_data = {
|
||||
gradient_colors = {
|
||||
{r=0, g=0, b=0},
|
||||
{r=231, g=234, b=239},
|
||||
{r=0, g=0, b=0}
|
||||
}
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
|
||||
snowstorm.in_area = function(position)
|
||||
if hw_utils.is_biome_frozen(position) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > 30 and position.y < 140 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
snowstorm.add_player = function(player)
|
||||
sound_handlers[player:get_player_name()] = set_weather_sound(player)
|
||||
set_sky_box(player:get_player_name())
|
||||
end
|
||||
|
||||
snowstorm.remove_player = function(player)
|
||||
remove_weather_sound(player)
|
||||
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
|
||||
end
|
||||
|
||||
local rain_drop_texture = "happy_weather_snowstorm.png"
|
||||
|
||||
local sign = function (number)
|
||||
if number >= 0 then
|
||||
return 1
|
||||
else
|
||||
return -1
|
||||
end
|
||||
end
|
||||
|
||||
local add_wide_range_rain_particle = function(player)
|
||||
local offset = {
|
||||
front = 7,
|
||||
back = 4,
|
||||
top = 3,
|
||||
bottom = 0
|
||||
}
|
||||
|
||||
local random_pos = hw_utils.get_random_pos(player, offset)
|
||||
local p_pos = player:getpos()
|
||||
|
||||
local look_dir = player:get_look_dir()
|
||||
|
||||
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 = sign(look_dir.x) * -10, y = -1, z = sign(look_dir.z) * -10},
|
||||
acceleration = {x = sign(look_dir.x) * -10, y = -1, z = sign(look_dir.z) * -10},
|
||||
expirationtime = 0.3,
|
||||
size = 30,
|
||||
collisiondetection = true,
|
||||
texture = "happy_weather_snowstorm.png",
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
local display_particles = function(player)
|
||||
if hw_utils.is_underwater(player) then
|
||||
return
|
||||
end
|
||||
|
||||
local particles_number_per_update = 3
|
||||
for i=particles_number_per_update, 1,-1 do
|
||||
add_wide_range_rain_particle(player)
|
||||
end
|
||||
end
|
||||
|
||||
snowstorm.render = function(dtime, player)
|
||||
display_particles(player)
|
||||
end
|
||||
|
||||
snowstorm.start = function()
|
||||
manual_trigger_start = true
|
||||
end
|
||||
|
||||
snowstorm.stop = function()
|
||||
manual_trigger_end = true
|
||||
end
|
||||
|
||||
happy_weather.register_weather(snowstorm)
|
||||
|
91
weathers/thunder.lua
Normal file
91
weathers/thunder.lua
Normal file
@ -0,0 +1,91 @@
|
||||
----------------------------------------------------------------
|
||||
-- Happy Weather: Thunder
|
||||
|
||||
-- License: MIT
|
||||
|
||||
-- Credits: xeranas
|
||||
|
||||
-- See also: lightning mod for actual lightning effect, sounds.
|
||||
----------------------------------------------------------------
|
||||
|
||||
local thunder = {}
|
||||
thunder.last_check = 0
|
||||
thunder.check_interval = 100
|
||||
thunder.chance = 0.8
|
||||
|
||||
-- Weather identification code
|
||||
thunder.code = "thunder"
|
||||
|
||||
local thunder_target_weather_code = "heavy_rain"
|
||||
|
||||
-- Manual triggers flags
|
||||
local manual_trigger_start = false
|
||||
local manual_trigger_end = false
|
||||
|
||||
-- Thunder weather appearance control
|
||||
local thunder_weather_chance = 5 -- 5 percent appearance during heavy rain
|
||||
local thunder_weather_next_check = 0
|
||||
local thunder_weather_check_delay = 600 -- to avoid checks continuously
|
||||
|
||||
thunder.is_starting = function(dtime)
|
||||
thunder.next_strike = 0
|
||||
thunder.min_delay = 5
|
||||
thunder.max_delay = math.random(5, 45)
|
||||
|
||||
if thunder.last_check + thunder.check_interval < os.time() then
|
||||
thunder.last_check = os.time()
|
||||
if math.random() < thunder.chance and happy_weather.is_weather_active("heavy_rain") then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_start then
|
||||
manual_trigger_start = false
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
thunder.is_ending = function(dtime)
|
||||
if thunder.last_check + thunder.check_interval < os.time() then
|
||||
thunder.last_check = os.time()
|
||||
if math.random() < 0.4 or happy_weather.is_weather_active("heavy_rain") == false then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_end then
|
||||
manual_trigger_end = false
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local calculate_thunder_strike_delay = function()
|
||||
local delay = math.random(thunder.min_delay, thunder.max_delay)
|
||||
thunder.next_strike = os.time() + delay
|
||||
end
|
||||
|
||||
thunder.render = function(dtime, player)
|
||||
local player_name = player:get_player_name()
|
||||
if happy_weather.is_player_in_weather_area(player_name, "heavy_rain") == false then
|
||||
return
|
||||
end
|
||||
|
||||
if thunder.next_strike <= os.time() then
|
||||
lightning.strike()
|
||||
calculate_thunder_strike_delay()
|
||||
end
|
||||
end
|
||||
|
||||
thunder.start = function()
|
||||
manual_trigger_start = true
|
||||
end
|
||||
|
||||
thunder.stop = function()
|
||||
manual_trigger_end = true
|
||||
end
|
||||
|
||||
happy_weather.register_weather(thunder)
|
Reference in New Issue
Block a user