Refactor mcl_dripping
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@ -3,53 +3,98 @@
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-- License of code, textures & sounds: CC0
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local math = math
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local function make_drop(pos,liquid,sound,interval)
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mcl_dripping = {}
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---@param pos Vector
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---@param liquid string
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---@param sound SimpleSoundSpec
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---@param interval integer
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---@param texture string
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local function make_drop(pos, liquid, sound, interval, texture)
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local pt = {
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velocity = vector.new(0,0,0),
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velocity = vector.zero(),
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collision_removal = false,
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}
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local t = math.random() + math.random(1, interval)
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minetest.after(t,function()
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minetest.after(t, function()
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local x, z = math.random(-45, 45) / 100, math.random(-45, 45) / 100
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pt.pos = vector.offset(pos,x,-0.52,z)
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pt.acceleration = vector.new(0,0,0)
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pt.pos = vector.offset(pos, x, -0.52, z)
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pt.acceleration = vector.zero()
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pt.collisiondetection = false
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pt.expirationtime = t
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pt.texture="[combine:2x2:" .. -math.random(1, 16) .. "," .. -math.random(1, 16) .. "=default_" .. liquid .. "_source_animated.png"
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pt.texture = "[combine:2x2:" ..
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-math.random(1, 16) .. "," .. -math.random(1, 16) .. "=" .. texture
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minetest.add_particle(pt)
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minetest.after(t,function()
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pt.acceleration = vector.new(0,-5,0)
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minetest.after(t, function()
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pt.acceleration = vector.new(0, -5, 0)
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pt.collisiondetection = true
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pt.expirationtime = math.random() + math.random(1, interval/2)
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pt.expirationtime = math.random() + math.random(1, interval / 2)
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minetest.add_particle(pt)
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minetest.sound_play({name = "drippingwater_" .. sound .. "drip"}, {pos = pos, gain = 0.5, max_hear_distance = 8}, true)
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minetest.sound_play(sound, { pos = pos, gain = 0.5, max_hear_distance = 8 },
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true)
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end)
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end)
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end
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local function register_drop(liquid, glow, sound, nodes, interval, chance)
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---@class mcl_dripping_drop_definition
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---@field liquid string The group the liquid's nodes belong to
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---@field texture string The texture used (particles will take a random 2x2 area of it)
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---@field light integer Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
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---@field nodes string[] The nodes (or node group) the particles will spawn under
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---@field interval integer The interval for the ABM to run
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---@field chance integer The chance of the ABM
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---@field sound SimpleSoundSpec The sound that will be played then the particle detaches from the roof
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---@param def mcl_dripping_drop_definition
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function mcl_dripping.register_drop(def)
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minetest.register_abm({
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label = "Create drops",
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nodenames = nodes,
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neighbors = {"group:" .. liquid},
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interval = interval,
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chance = chance,
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nodenames = def.nodes,
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neighbors = { "group:" .. def.liquid },
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interval = def.interval,
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chance = def.chance,
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action = function(pos)
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local r = math.ceil(interval / 20)
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local nn=minetest.find_nodes_in_area(vector.offset(pos,-r,0,-r),vector.offset(pos,r,0,r),nodes)
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local r = math.ceil(def.interval / 20)
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local nn = minetest.find_nodes_in_area(vector.offset(pos, -r, 0, -r), vector.offset(pos, r, 0, r), def.nodes)
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--start a bunch of particle cycles to be able to get away
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--with longer abm cycles
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table.shuffle(nn)
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for i=1,math.random(#nn) do
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if minetest.get_item_group(minetest.get_node(vector.offset(nn[i], 0, 1, 0)).name, liquid) ~= 0
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and minetest.get_node(vector.offset(nn[i], 0, -1, 0)).name == "air" then
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make_drop(nn[i],liquid,sound,interval)
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for i = 1, math.random(#nn) do
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if minetest.get_item_group(minetest.get_node(vector.offset(nn[i], 0, 1, 0)).name, def.liquid) ~= 0
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and minetest.get_node(vector.offset(nn[i], 0, -1, 0)).name == "air" then
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make_drop(nn[i], def.liquid, def.sound, def.interval, def.texture)
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end
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end
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end,
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})
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end
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register_drop("water", 1, "", {"group:opaque", "group:leaves"},60,10)
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register_drop("lava", math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), "lava", {"group:opaque"},60,10)
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mcl_dripping.register_drop({
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liquid = "water",
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texture = "default_water_source_animated.png",
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light = 1,
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nodes = { "group:opaque", "group:leaves" },
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sound = "drippingwater_drip",
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interval = 60,
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chance = 10,
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})
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mcl_dripping.register_drop({
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liquid = "lava",
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texture = "default_lava_source_animated.png",
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light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
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nodes = { "group:opaque" },
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sound = "drippingwater_lavadrip",
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interval = 60,
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chance = 10,
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})
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