112 lines
3.1 KiB
Lua
112 lines
3.1 KiB
Lua
weather_mod.registered_downfalls = {}
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weather_mod.registered_downfall_count = 0
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weather_mod.registered_weather_change_callbacks = {}
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local function check_modname_prefix(name)
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if name:sub(1,1) == ":" then
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-- If the name starts with a colon, we can skip the modname prefix
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-- mechanism.
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return name:sub(2)
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else
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-- Enforce that the name starts with the correct mod name.
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local modname = minetest.get_current_modname()
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if modname == nil then
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modname=name:split(":")[1]
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end
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local expected_prefix = modname .. ":"
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if name:sub(1, #expected_prefix) ~= expected_prefix then
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error("Name " .. name .. " does not follow naming conventions: " ..
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"\"" .. expected_prefix .. "\" or \":\" prefix required")
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end
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-- Enforce that the name only contains letters, numbers and underscores.
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local subname = name:sub(#expected_prefix+1)
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if subname:find("[^%w_]") then
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error("Name " .. name .. " does not follow naming conventions: " ..
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"contains unallowed characters")
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end
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return name
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end
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end
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local function set_defaults(vt,rt)
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for i,v in pairs(rt) do
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if not vt[i] then
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vt[i] = v
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end
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end
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end
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local default_downfall = {
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--minimum starting position
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min_pos = {x=-15, y=15, z=-15},
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--maximum starting position
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max_pos = {x=15, y=15, z=15},
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--y falling speed
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falling_speed = 10,
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--number of textures spawned
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amount = 15,
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--the texture size
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size = 25,
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--whether lightning should be enabled
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enable_lightning=false,
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--whether to damage the player
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damage_player=false,
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--how much wind is needed to trigger the weather
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min_wind = 0,
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--stops weather
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disabled = false,
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}
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local default_damage = {
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--how many half hearts
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amount = 1,
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--chance to damage: .5 is 50%
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chance = 1,
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--after how many steps to damage
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time = 100
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}
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function weather_mod.register_downfall(id,def)
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local name = check_modname_prefix(id)
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if name == "none" then error("\"none\" means none, thanks") end
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assert(not weather_mod.registered_downfalls[name], name.." is already registered")
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local ndef = table.copy(def)
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--what the downfall looks like
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assert(ndef.texture,"no texture given")
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set_defaults(ndef,default_downfall)
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--when to delete the particles
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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
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set_defaults(ndef.damage_player,default_damage)
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end
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--actually register the downfall
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weather_mod.registered_downfalls[name]=ndef
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weather_mod.registered_downfall_count = weather_mod.registered_downfall_count + 1
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end
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function weather_mod.register_on_weather_change(callback)
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local ct = type(callback)
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assert(ct == "function", "on_weather_change callback must be a function, got a " + ct)
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table.insert(weather_mod.registered_weather_change_callbacks,callback)
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end
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function weather_mod.handle_weather_change(changes)
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for _,c in pairs(weather_mod.registered_weather_change_callbacks) do
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c(changes)
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end
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end
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function weather_mod.disable_downfall(id,disable)
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local state = disable
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if disable == nil then
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state = true
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end
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weather_mod.registered_downfalls[id].disabled = state
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end
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return weather_mod
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