------------------------------ -- Happy Weather: Rain -- License: MIT -- Credits: xeranas ------------------------------ local rain = {} rain.last_check = 0 rain.check_interval = 300 rain.chance = 0.1 -- Weather identification code rain.code = "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_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() < rain.chance 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 rain.is_ending = function(dtime) if rain.last_check + rain.check_interval < os.time() then rain.last_check = os.time() if math.random() < 0.6 then happy_weather.request_to_start("light_rain") 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.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 rain.add_player = function(player) sound_handlers[player:get_player_name()] = set_rain_sound(player) set_sky_box(player:get_player_name()) end rain.remove_player = function(player) remove_rain_sound(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_rain_raindrop_" local number = math.random(1, 4) local extension = ".png" return base_name .. number .. extension 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, 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 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)