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 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}, --maximum starting position max_pos = {x=15, y=10, z=15}, --y falling speed falling_speed = 10, --number of textures spawned amount = 15, --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, --stops weather disabled = false, } local default_damage = { --how many half hearts amount = 1, --chance to damage: .5 is 50% chance = 1, --after how many steps to damage time = 100 } 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) --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 ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed) end if ndef.damage_player then set_defaults(ndef.damage_player,default_damage) end --actually register the downfall weather_mod.registered_downfalls[name]=ndef end 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 if minetest.get_modpath("lightning") then lightning.auto = false --rawset(lightning,"auto",false) end function weather_mod.handle_lightning(current_weather) if not minetest.get_modpath("lightning") then return end if not current_weather then return end 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 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.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 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 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, 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 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 else for id,w in pairs(weather_mod.registered_downfalls) do if math.random(1, 50000) == 1 then 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) break end end end end weather_step() end)