minetest_mod_weather/weather/api.lua

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weather_mod.registered_downfalls = {}
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weather_mod.registered_weather_change_callbacks = {}
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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
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local function set_defaults(vt,rt)
for i,v in pairs(rt) do
if not vt[i] then
vt[i] = v
end
end
end
local default_downfall = {
--minimum starting position
min_pos = {x=-15, y=10, z=-15},
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--maximum starting position
max_pos = {x=15, y=10, z=15},
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--y falling speed
falling_speed = 10,
--number of textures spawned
amount = 15,
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--the texture size
size = 25,
--whether lightning schould be enabled
enable_lightning=false,
--whether to damage the player
damage_player=false,
--how much wind is needed to trigger the weather
min_wind = 0,
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--stops weather
disabled = false,
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}
local default_damage = {
--how many half hearts
amount = 1,
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--chance to damage: .5 is 50%
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chance = 1,
--after how many steps to damage
time = 100
}
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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)
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--what the downfall looks like
if not ndef.texture then
error("no texture given")
end
set_defaults(ndef,default_downfall)
--when to delete the particles
if not ndef.exptime then
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ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed)
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end
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if ndef.damage_player then
set_defaults(ndef.damage_player,default_damage)
end
--actually register the downfall
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weather_mod.registered_downfalls[name]=ndef
end
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function weather_mod.register_on_weather_change(callback)
local ct = type(callback)
assert(ct == "function", "on_weather_change callback must be a function, got a " + ct)
table.insert(weather_mod.registered_weather_change_callbacks,callback)
end
function weather_mod.handle_weather_change(changes)
for _,c in pairs(weather_mod.registered_weather_change_callbacks) do
c(changes)
end
end
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function weather_mod.disable_downfall(id,disable)
local state = disable
if disable == nil then
state = true
end
weather_mod.registered_downfalls[id].disabled = state
end
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if minetest.get_modpath("lightning") then
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lightning.auto = false
--rawset(lightning,"auto",false)
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end
function weather_mod.handle_lightning(current_weather)
if not minetest.get_modpath("lightning") then return end
if not current_weather then return end
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lightning.auto = current_weather.enable_lightning
--rawset(lightning,"auto",current_weather.enable_lightning)
if current_weather.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.get_node_light(player:get_pos(), 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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local function weather_step()
local current_downfall = weather_mod.registered_downfalls[weather.type]
if current_downfall==nil then return end
for _, player in ipairs(minetest.get_connected_players()) do
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local ppos = player:get_pos()
if ppos.y > 120 then return end
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,
collisiondetection=true, collision_removal=true,
vertical=true,
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texture=current_downfall.texture, playername=player:get_player_name()
})
local downfall_origin = vector.divide(vector.add(minp,maxp),2)
handle_damage(current_downfall.damage_player,player,downfall_origin)
end
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end
minetest.register_globalstep(function()
if math.random(1, 10000) == 1 then
weather.type = "none"
if minetest.get_modpath("lightning") then
lightning.auto = false
--rawset(lightning,"auto",false)
end
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weather_mod.handle_weather_change({type = "none", reason = "globalstep"})
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else
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local cnum = 10000 * #weather_mod.registered_downfalls
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for id,w in pairs(weather_mod.registered_downfalls) do
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if math.random(1, cnum) == 1 then
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weather.wind = {
x = math.random(0,10),
y = 0,
z = math.random(0,10)
}
if (not w.disabled) and vector.length(weather.wind) >= w.min_wind then
weather.type = id
weather_mod.handle_lightning(w)
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weather_mod.handle_weather_change({type = id, wind = true, reason = "globalstep"})
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break
end
end
end
end
weather_step()
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end)