forked from mtcontrib/weather_pack
183 lines
3.8 KiB
Lua
183 lines
3.8 KiB
Lua
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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},
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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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}
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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},
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{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
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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 = 6
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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=-15, z=0},
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acceleration = {x=0, y=-35, z=0},
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expirationtime = 2,
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size = math.random(1, 4),
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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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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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local particles_number_per_update = 10
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rain.render = function(dtime, player)
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for i=particles_number_per_update, 1,-1 do
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display_rain_particles(player)
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end
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end
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rain.start = function()
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manual_trigger_start = true
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end
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rain.stop = function()
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manual_trigger_end = true
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end
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happy_weather.register_weather(rain) |