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 modname=name:split(":")[1] 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 ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed) end if not ndef.texture then --what the downfall looks like error("no texture given") end if not ndef.size then --the texture size ndef.size = 25 end 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 weather_mod.registered_downfalls[name]=ndef end if minetest.get_modpath("lightning") then --same as lightning.auto = false rawset(lightning,"auto",false) 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 rawset(lightning,"auto",current_downfall.enable_lightning) 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 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 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 minetest.register_globalstep(function() if weather.type=="none" then for id,_ in pairs(weather_mod.registered_downfalls) do 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 weather_mod.handle_lightning() end end else if math.random(1, 10000) == 1 then weather.type = "none" if minetest.get_modpath("lightning") then rawset(lightning,"auto",false) end end end 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 local ppos = player:getpos() 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, 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) end end)