weather_pack/light_rain.lua

166 lines
3.5 KiB
Lua

------------------------------
-- Happy Weather: Light Rain
-- License: MIT
-- Credits: xeranas
------------------------------
local light_rain = {}
light_rain.last_check = 0
light_rain.check_interval = 200
light_rain.chance = 0.15
-- Weather identification code
light_rain.code = "light_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_light_rain_sky"
light_rain.is_starting = function(dtime, position)
if light_rain.last_check + light_rain.check_interval < os.time() then
light_rain.last_check = os.time()
if math.random() < light_rain.chance then
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
light_rain.is_ending = function(dtime)
if light_rain.last_check + light_rain.check_interval < os.time() then
light_rain.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.clouds_data = {
gradient_colors = {
{r=50, g=50, b=50},
{r=120, g=120, b=120},
{r=200, g=200, b=200},
{r=120, g=120, b=120},
{r=50, g=50, b=50}
},
density = 0.6
}
skylayer.add_layer(player_name, sl)
end
local set_rain_sound = function(player)
return minetest.sound_play("light_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
light_rain.add_player = function(player)
sound_handlers[player:get_player_name()] = set_rain_sound(player)
set_sky_box(player:get_player_name())
end
light_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 = 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=0, y=-10, z=0},
acceleration = {x=0, y=-30, z=0},
expirationtime = 2,
size = math.random(0.5, 3),
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
light_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
light_rain.render = function(dtime, player)
display_rain_particles(player)
end
light_rain.start = function()
manual_trigger_start = true
end
light_rain.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(light_rain)