forked from mtcontrib/weather_pack
165 lines
3.5 KiB
Lua
165 lines
3.5 KiB
Lua
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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 = 300
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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() < 0.2 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() < 0.4 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.layer_type = skylayer.SKY_PLAIN
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sl.name = SKYCOLOR_LAYER
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sl.data = {gradient_data={}}
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sl.data.gradient_data.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=152, g=150, b=159},
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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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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 texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "happy_weather_light_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "happy_weather_light_rain_raindrop_2.png"
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else
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texture_name = "happy_weather_light_rain_raindrop_3.png"
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end
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return texture_name;
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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 position.y > -10 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) |