------------------------------ -- Happy Weather: Heavy Rain -- License: MIT -- Credits: xeranas ------------------------------ local heavy_rain = {} heavy_rain.last_check = 0 heavy_rain.check_interval = 200 -- Weather identification code heavy_rain.code = "heavy_rain" -- 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_heavy_rain_sky" heavy_rain.is_starting = function(dtime, position) if heavy_rain.last_check + heavy_rain.check_interval < os.time() then heavy_rain.last_check = os.time() local heavy_rain_chance = 0.06 if hw_utils.is_biome_tropic(position) then heavy_rain_chance = 0.4 end if math.random() < heavy_rain_chance then happy_weather.request_to_end("light_rain") happy_weather.request_to_end("rain") return true end end if manual_trigger_start then manual_trigger_start = false return true end return false end heavy_rain.is_ending = function(dtime) if heavy_rain.last_check + heavy_rain.check_interval < os.time() then heavy_rain.last_check = os.time() if math.random() < 0.7 then if math.random() < 0.4 then happy_weather.request_to_start("rain") end 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=85, g=86, b=98}, {r=142, g=140, b=149}, {r=85, g=86, b=98}, {r=0, g=0, b=0} }, } sl.clouds_data = { gradient_colors = { {r=0, g=0, b=0}, {r=65, g=66, b=78}, {r=112, g=110, b=119}, {r=65, g=66, b=78}, {r=0, g=0, b=0} }, speed = {z = 10, y = -40}, density = 0.6 } skylayer.add_layer(player_name, sl) end local set_rain_sound = function(player) return minetest.sound_play("heavy_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 heavy_rain.add_player = function(player) sound_handlers[player:get_player_name()] = set_rain_sound(player) set_sky_box(player:get_player_name()) end heavy_rain.remove_player = function(player) remove_rain_sound(player) skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) end local rain_drop_texture = "happy_weather_heavy_rain_drops.png" local add_close_range_rain_particle = function(player) local offset = { front = 1, back = 0, top = 6 } local random_pos = hw_utils.get_random_pos(player, offset) local rain_texture_size_offset_y = -1 if hw_utils.is_outdoor(random_pos, rain_texture_size_offset_y) then 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=-10, z=0}, expirationtime = 5, size = 30, collisiondetection = true, collision_removal = true, vertical = true, texture = rain_drop_texture, playername = player:get_player_name() }) end end local add_wide_range_rain_particle = function(player) local offset = { front = 10, back = 5, top = 8 } 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=-10, z=0}, acceleration = {x=0, y=-15, z=0}, expirationtime = 5, size = 30, collisiondetection = true, collision_removal = true, vertical = true, texture = 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_close_range_rain_particle(player) local particles_number_per_update = 5 for i=particles_number_per_update, 1,-1 do add_wide_range_rain_particle(player) end end heavy_rain.render = function(dtime, player) display_rain_particles(player) end heavy_rain.start = function() manual_trigger_start = true end heavy_rain.stop = function() manual_trigger_end = true end heavy_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 happy_weather.register_weather(heavy_rain)