forked from VoxeLibre/VoxeLibre
add basic lightning API
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e9437e9e1e
commit
8e3f9d2169
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@ -24,13 +24,14 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_item_group = minetest.get_item_group
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local get_item_group = minetest.get_item_group
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lightning = {
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lightning = {
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interval_low = 17,
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interval_low = 17,
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interval_high = 503,
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interval_high = 503,
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range_h = 100,
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range_h = 100,
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range_v = 50,
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range_v = 50,
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size = 100,
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size = 100,
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-- disable this to stop lightning mod from striking
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-- disable this to stop lightning mod from striking
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auto = true,
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auto = true,
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on_strike_functions = {},
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}
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}
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local rng = PcgRandom(32321123312123)
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local rng = PcgRandom(32321123312123)
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@ -54,6 +55,18 @@ end
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minetest.register_globalstep(revertsky)
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minetest.register_globalstep(revertsky)
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-- lightning strike API
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-- See README.md
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--[[
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lightning.register_on_strike(function(pos, pos2, objects)
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-- code
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end)
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]]
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function lightning.register_on_strike(func)
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table.insert(lightning.on_strike_functions, func)
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end
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-- select a random strike point, midpoint
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-- select a random strike point, midpoint
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local function choose_pos(pos)
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local function choose_pos(pos)
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if not pos then
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if not pos then
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@ -79,14 +92,14 @@ local function choose_pos(pos)
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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end
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end
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local b, pos2 = line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
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local b, pos2 = line_of_sight(pos, { x = pos.x, y = pos.y - lightning.range_v, z = pos.z }, 1)
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-- nothing but air found
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-- nothing but air found
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if b then
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if b then
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return nil, nil
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return nil, nil
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end
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end
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local n = get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
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local n = get_node({ x = pos2.x, y = pos2.y - 1/2, z = pos2.z })
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if n.name == "air" or n.name == "ignore" then
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if n.name == "air" or n.name == "ignore" then
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return nil, nil
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return nil, nil
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end
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end
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@ -94,7 +107,6 @@ local function choose_pos(pos)
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return pos, pos2
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return pos, pos2
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end
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end
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-- lightning strike API
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-- * pos: optional, if not given a random pos will be chosen
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-- * pos: optional, if not given a random pos will be chosen
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-- * returns: bool - success if a strike happened
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-- * returns: bool - success if a strike happened
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function lightning.strike(pos)
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function lightning.strike(pos)
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@ -108,21 +120,30 @@ function lightning.strike(pos)
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if not pos then
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if not pos then
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return false
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return false
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end
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end
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local objects = get_objects_inside_radius(pos2, 3.5)
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if lightning.on_strike_functions then
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for _, func in pairs(lightning.on_strike_functions) do
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func(pos, pos2, objects)
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end
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end
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end
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lightning.register_on_strike(function(pos, pos2, objects)
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local particle_pos = vector.offset(pos2, 0, (lightning.size / 2) + 0.5, 0)
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local particle_size = lightning.size * 10
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local time = 0.2
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add_particlespawner({
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add_particlespawner({
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amount = 1,
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amount = 1,
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time = 0.2,
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time = time,
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-- make it hit the top of a block exactly with the bottom
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-- make it hit the top of a block exactly with the bottom
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minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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minpos = particle_pos,
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maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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maxpos = particle_pos,
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minvel = {x = 0, y = 0, z = 0},
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minexptime = time,
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maxvel = {x = 0, y = 0, z = 0},
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maxexptime = time,
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minacc = {x = 0, y = 0, z = 0},
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minsize = particle_size,
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maxacc = {x = 0, y = 0, z = 0},
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maxsize = particle_size,
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minexptime = 0.2,
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maxexptime = 0.2,
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minsize = lightning.size * 10,
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maxsize = lightning.size * 10,
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collisiondetection = true,
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collisiondetection = true,
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vertical = true,
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vertical = true,
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-- to make it appear hitting the node that will get set on fire, make sure
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-- to make it appear hitting the node that will get set on fire, make sure
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@ -135,10 +156,7 @@ function lightning.strike(pos)
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sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
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sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
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-- damage nearby objects, transform mobs
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-- damage nearby objects, transform mobs
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-- TODO: use an API insteed of hardcoding this behaviour
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for _, obj in pairs(objects) do
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local objs = get_objects_inside_radius(pos2, 3.5)
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for o=1, #objs do
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local obj = objs[o]
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local lua = obj:get_luaentity()
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local lua = obj:get_luaentity()
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-- pig → zombie pigman (no damage)
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-- pig → zombie pigman (no damage)
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if lua and lua.name == "mobs_mc:pig" then
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if lua and lua.name == "mobs_mc:pig" then
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@ -155,7 +173,7 @@ function lightning.strike(pos)
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end
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end
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obj:set_properties({textures = lua.base_texture})
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obj:set_properties({textures = lua.base_texture})
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-- villager → witch (no damage)
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-- villager → witch (no damage)
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--elseif lua and lua.name == "mobs_mc:villager" then
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-- elseif lua and lua.name == "mobs_mc:villager" then
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-- Witches are incomplete, this code is unused
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-- Witches are incomplete, this code is unused
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-- TODO: Enable this code when witches are working.
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-- TODO: Enable this code when witches are working.
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--[[
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--[[
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@ -172,7 +190,7 @@ function lightning.strike(pos)
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obj:set_yaw(rot)
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obj:set_yaw(rot)
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-- Other objects: Just damage
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-- Other objects: Just damage
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else
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else
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mcl_util.deal_damage(obj, 5, {type = "lightning_bolt"})
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mcl_util.deal_damage(obj, 5, { type = "lightning_bolt" })
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end
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end
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end
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end
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@ -223,8 +241,7 @@ function lightning.strike(pos)
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end
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end
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end
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end
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end
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end
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end)
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end
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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after(5, function(dtime)
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after(5, function(dtime)
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