207 lines
6.1 KiB
Lua
207 lines
6.1 KiB
Lua
weather_mod.registered_downfalls = {}
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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=10, z=-15},
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--maximum starting position
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max_pos = {x=15, y=10, 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 schould 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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if weather_mod.registered_downfalls[name]~=nil then error(name.." is already registered") end
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local ndef = table.copy(def)
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--what the downfall looks like
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if not ndef.texture then
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error("no texture given")
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end
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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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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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if minetest.get_modpath("lightning") then
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lightning.auto = false
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--rawset(lightning,"auto",false)
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end
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function weather_mod.handle_lightning(current_weather)
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if not minetest.get_modpath("lightning") then return end
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if not current_weather then return end
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lightning.auto = current_weather.enable_lightning
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--rawset(lightning,"auto",current_weather.enable_lightning)
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if current_weather.enable_lightning and math.random(1,2) == 1 then
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local time = math.floor(math.random(lightning.interval_low/2,lightning.interval_low))
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minetest.after(time, lightning.strike)
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end
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end
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local do_raycasts = minetest.is_yes(minetest.settings:get_bool('raycast_hitcheck'))
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local damage_steps = 0
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local function handle_damage(damage,player, downfall_origin)
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if not damage then return end
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damage_steps = damage_steps +1
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if damage_steps < damage.time then return end
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damage_steps = 0
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if do_raycasts then
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-- this check should be more accurate
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local hitpos = vector.add(player:get_pos(),vector.new(0,1,0))
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local ray = minetest.raycast(downfall_origin,hitpos)
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local o = ray:next()
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if o.type~="object" then return end -- hit node or something
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if not o.ref:is_player() then return end -- hit different object
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if o.ref:get_player_name() ~= player:get_player_name() then
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return --hit other player
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end
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o = ray:next()
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if o then
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minetest.log("warning","[weather] raycast hit more after hitting the player\n"..
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dump2(o,"o"))
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end
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else
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--check if player is affected by downfall, if it's dark there are nodes nearby
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if minetest.get_node_light(player:get_pos(), 0.5) ~= 15 then return end
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end
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if math.random() < damage.chance then
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player:set_hp(player:get_hp()-damage.amount)
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end
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end
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local function weather_step()
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local current_downfall = weather_mod.registered_downfalls[weather.type]
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if current_downfall==nil then return end
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for _, player in ipairs(minetest.get_connected_players()) do
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local ppos = player:get_pos()
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if ppos.y > 120 then return end
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local wind_pos = vector.multiply(weather.wind,-1)
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local minp = vector.add(vector.add(ppos, current_downfall.min_pos),wind_pos)
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local maxp = vector.add(vector.add(ppos, current_downfall.max_pos),wind_pos)
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local vel = {x=weather.wind.x,y=-current_downfall.falling_speed,z=weather.wind.z}
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local acc = {x=0, y=0, z=0}
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local exp = current_downfall.exptime
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minetest.add_particlespawner({
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amount=current_downfall.amount, time=0.5,
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minpos=minp, maxpos=maxp,
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minvel=vel, maxvel=vel,
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minacc=acc, maxacc=acc,
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minexptime=exp, maxexptime=exp,
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minsize=current_downfall.size, maxsize=current_downfall.size,
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collisiondetection=true, collision_removal=true,
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vertical=true,
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texture=current_downfall.texture, playername=player:get_player_name()
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})
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local downfall_origin = vector.divide(vector.add(minp,maxp),2)
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handle_damage(current_downfall.damage_player,player,downfall_origin)
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end
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end
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minetest.register_globalstep(function()
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if math.random(1, 10000) == 1 then
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weather.type = "none"
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if minetest.get_modpath("lightning") then
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lightning.auto = false
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--rawset(lightning,"auto",false)
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end
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else
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for id,w in pairs(weather_mod.registered_downfalls) do
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if math.random(1, 50000) == 1 then
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weather.wind = {
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x = math.random(0,10),
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y = 0,
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z = math.random(0,10)
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}
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if (not w.disabled) and vector.length(weather.wind) >= w.min_wind then
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weather.type = id
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weather_mod.handle_lightning(w)
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break
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end
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end
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end
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end
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weather_step()
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end)
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