minetest_mod_weather/weather/api.lua

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weather_mod.registered_downfalls = {}
local function check_modname_prefix(name)
if name:sub(1,1) == ":" then
-- If the name starts with a colon, we can skip the modname prefix
-- mechanism.
return name:sub(2)
else
-- Enforce that the name starts with the correct mod name.
local modname = minetest.get_current_modname()
if modname == nil then
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modname=name:split(":")[1]
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end
local expected_prefix = modname .. ":"
if name:sub(1, #expected_prefix) ~= expected_prefix then
error("Name " .. name .. " does not follow naming conventions: " ..
"\"" .. expected_prefix .. "\" or \":\" prefix required")
end
-- Enforce that the name only contains letters, numbers and underscores.
local subname = name:sub(#expected_prefix+1)
if subname:find("[^%w_]") then
error("Name " .. name .. " does not follow naming conventions: " ..
"contains unallowed characters")
end
return name
end
end
function weather_mod.register_downfall(id,def)
local name = check_modname_prefix(id)
if name == "none" then error("\"none\" means none, thanks") end
if weather_mod.registered_downfalls[name]~=nil then error(name.." is already registered") end
local ndef = table.copy(def)
if not ndef.min_pos then --minimum starting position
ndef.min_pos = {x=-9, y=10, z=-9}
end
if not ndef.maxp then --maximum starting position
ndef.max_pos = {x= 9, y=10, z= 9}
end
if not ndef.falling_speed then --y falling speed
ndef.falling_speed = 10
end
if not ndef.amount then --number of textures spawned
ndef.amount = 10
end
if not ndef.exptime then --when to delete the particles
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ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed)
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end
if not ndef.texture then --what the downfall looks like
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error("no texture given")
end
if not ndef.size then --the texture size
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ndef.size = 25
end
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if not ndef.enable_lightning then
ndef.enable_lightning=false
end
if not ndef.damage_player then --whether to damage the player
ndef.damage_player=false
else
if not ndef.damage_player.amount then
--how many half hearts
ndef.damage_player.amount = 1
end
if not ndef.damage_player.chance then
--0.5 is 50% btw.
ndef.damage_player.chance = 1
end
if not ndef.damage_player.time then
--after how many steps to damage
ndef.damage_player.time = 100
end
end
--actually register the downfall
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weather_mod.registered_downfalls[name]=ndef
end
if minetest.get_modpath("lightning") then
--same as lightning.auto = false
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rawset(lightning,"auto",false)
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end
function weather_mod.handle_lightning()
if not minetest.get_modpath("lightning") then return end
local current_downfall = weather_mod.registered_downfalls[weather.type]
if not current_downfall then return end
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rawset(lightning,"auto",current_downfall.enable_lightning)
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if current_downfall.enable_lightning and math.random(1,2) == 1 then
local time = math.floor(math.random(lightning.interval_low/2,lightning.interval_low))
minetest.after(time, lightning.strike)
end
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end
local do_raycasts = minetest.is_yes(minetest.settings:get_bool('raycast_hitcheck'))
local damage_steps = 0
local function handle_damage(damage,player, downfall_origin)
if not damage then return end
damage_steps = damage_steps +1
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if damage_steps < damage.time then return end
damage_steps = 0
if do_raycasts then
-- this check should be more accurate
local hitpos = vector.add(player:get_pos(),vector.new(0,1,0))
local ray = minetest.raycast(downfall_origin,hitpos)
local o = ray:next()
if o.type~="object" then return end -- hit node or something
if not o.ref:is_player() then return end -- hit different object
if o.ref:get_player_name() ~= player:get_player_name() then
return --hit other player
end
o = ray:next()
if o then
minetest.log("warning","[weather] raycast hit more after hitting the player\n"..
dump2(o,"o"))
end
else
--check if player is affected by downfall, if it's dark there are nodes nearby
if minetest.env:get_node_light(player:getpos(), 0.5) ~= 15 then return end
end
if math.random() < damage.chance then
player:set_hp(player:get_hp()-damage.amount)
end
end
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minetest.register_globalstep(function()
if weather.type=="none" then
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for id,_ in pairs(weather_mod.registered_downfalls) do
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if math.random(1, 50000) == 1 then
weather.wind = {}
weather.wind.x = math.random(0,10)
weather.wind.y = 0
weather.wind.z = math.random(0,10)
weather.type = id
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weather_mod.handle_lightning()
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end
end
else
if math.random(1, 10000) == 1 then
weather.type = "none"
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if minetest.get_modpath("lightning") then
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rawset(lightning,"auto",false)
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end
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end
end
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local current_downfall = weather_mod.registered_downfalls[weather.type]
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if current_downfall==nil then return end
for _, player in ipairs(minetest.get_connected_players()) do
local ppos = player:getpos()
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if ppos.y > 120 then return end
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local wind_pos = vector.multiply(weather.wind,-1)
local minp = vector.add(vector.add(ppos, current_downfall.min_pos),wind_pos)
local maxp = vector.add(vector.add(ppos, current_downfall.max_pos),wind_pos)
local vel = {x=weather.wind.x,y=-current_downfall.falling_speed,z=weather.wind.z}
local acc = {x=0, y=0, z=0}
local exp = current_downfall.exptime
minetest.add_particlespawner({amount=current_downfall.amount, time=0.5,
minpos=minp, maxpos=maxp,
minvel=vel, maxvel=vel,
minacc=acc, maxacc=acc,
minexptime=exp, maxexptime=exp,
minsize=current_downfall.size, maxsize=current_downfall.size,
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collisiondetection=true, collision_removal=true,
vertical=true,
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texture=current_downfall.texture, player=player:get_player_name()})
local downfall_origin = vector.divide(vector.add(minp,maxp),2)
handle_damage(current_downfall.damage_player,player,downfall_origin)
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end
end)