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https://git.minetest.land/MineClone2/MineClone2.git
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267 lines
7.2 KiB
Lua
267 lines
7.2 KiB
Lua
--[[
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Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
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Adapted by MineClone2 contributors
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"lightning" is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as
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published by the Free Software Foundation; either version 2.1
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of the license, or (at your option) any later version.
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--]]
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local S = minetest.get_translator(minetest.get_current_modname())
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local get_connected_players = minetest.get_connected_players
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local line_of_sight = minetest.line_of_sight
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local get_node = minetest.get_node
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local set_node = minetest.set_node
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local sound_play = minetest.sound_play
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local add_particlespawner = minetest.add_particlespawner
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local after = minetest.after
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local add_entity = minetest.add_entity
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_item_group = minetest.get_item_group
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lightning = {
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interval_low = 17,
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interval_high = 503,
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range_h = 100,
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range_v = 50,
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size = 100,
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-- disable this to stop lightning mod from striking
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auto = true,
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on_strike_functions = {},
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}
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local rng = PcgRandom(32321123312123)
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local ps = {}
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local ttl = -1
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local function revertsky(dtime)
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if ttl == 0 then
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return
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end
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ttl = ttl - dtime
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if ttl > 0 then
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return
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end
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mcl_weather.skycolor.remove_layer("lightning")
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ps = {}
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end
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minetest.register_globalstep(revertsky)
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-- lightning strike API
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-- See API.md
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--[[
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lightning.register_on_strike(function(pos, pos2, objects)
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-- code
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end)
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]]
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function lightning.register_on_strike(func)
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table.insert(lightning.on_strike_functions, func)
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end
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-- select a random strike point, midpoint
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local function choose_pos(pos)
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if not pos then
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local playerlist = get_connected_players()
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local playercount = table.getn(playerlist)
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-- nobody on
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if playercount == 0 then
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return nil, nil
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end
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local r = rng:next(1, playercount)
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local randomplayer = playerlist[r]
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pos = randomplayer:get_pos()
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-- avoid striking underground
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if pos.y < -20 then
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return nil, nil
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end
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pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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pos.y = pos.y + (lightning.range_v / 2)
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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end
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local b, pos2 = line_of_sight(pos, { x = pos.x, y = pos.y - lightning.range_v, z = pos.z }, 1)
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-- nothing but air found
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if b then
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return nil, nil
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end
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local n = get_node({ x = pos2.x, y = pos2.y - 1/2, z = pos2.z })
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if n.name == "air" or n.name == "ignore" then
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return nil, nil
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end
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return pos, pos2
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end
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-- * pos: optional, if not given a random pos will be chosen
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-- * returns: bool - success if a strike happened
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function lightning.strike(pos)
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if lightning.auto then
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after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
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end
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local pos2
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pos, pos2 = choose_pos(pos)
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if not pos then
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return false
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end
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local objects = get_objects_inside_radius(pos2, 3.5)
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if lightning.on_strike_functions then
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for _, func in pairs(lightning.on_strike_functions) do
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func(pos, pos2, objects)
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end
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end
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end
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lightning.register_on_strike(function(pos, pos2, objects)
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local particle_pos = vector.offset(pos2, 0, (lightning.size / 2) + 0.5, 0)
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local particle_size = lightning.size * 10
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local time = 0.2
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add_particlespawner({
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amount = 1,
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time = time,
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-- make it hit the top of a block exactly with the bottom
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minpos = particle_pos,
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maxpos = particle_pos,
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minexptime = time,
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maxexptime = time,
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minsize = particle_size,
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maxsize = particle_size,
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collisiondetection = true,
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vertical = true,
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-- to make it appear hitting the node that will get set on fire, make sure
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-- to make the texture lightning bolt hit exactly in the middle of the
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-- texture (e.g. 127/128 on a 256x wide texture)
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texture = "lightning_lightning_" .. rng:next(1,3) .. ".png",
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glow = minetest.LIGHT_MAX,
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})
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sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
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-- damage nearby objects, transform mobs
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for _, obj in pairs(objects) do
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local lua = obj:get_luaentity()
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if lua and lua._on_strike then
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lua._on_strike(lua, pos, pos2, objects)
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end
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-- remove this when mob API is done
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if lua and lua.name == "mobs_mc:pig" then
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mcl_util.replace_mob(obj, "mobs_mc:pigman")
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elseif lua and lua.name == "mobs_mc:mooshroom" then
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if lua.base_texture[1] == "mobs_mc_mooshroom.png" then
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lua.base_texture = { "mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" }
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else
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lua.base_texture = { "mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png" }
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end
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obj:set_properties({ textures = lua.base_texture })
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elseif lua and lua.name == "mobs_mc:villager" then
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mcl_util.replace_mob(obj, "mobs_mc:witch")
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elseif lua and lua.name == "mobs_mc:creeper" then
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mcl_util.replace_mob(obj, "mobs_mc:creeper_charged")
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else
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mcl_util.deal_damage(obj, 5, { type = "lightning_bolt" })
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end
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end
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local playerlist = get_connected_players()
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for i = 1, #playerlist do
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local player = playerlist[i]
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = player:get_sky()
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local name = player:get_player_name()
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if ps[name] == nil then
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ps[name] = {p = player, sky = sky}
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mcl_weather.skycolor.add_layer("lightning", { { r = 255, g = 255, b = 255 } }, true)
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mcl_weather.skycolor.active = true
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end
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end
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-- trigger revert of skybox
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ttl = 0.1
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-- Events caused by the lightning strike: Fire, damage, mob transformations, rare skeleton spawn
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pos2.y = pos2.y + 1/2
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local skeleton_lightning = false
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if rng:next(1,100) <= 3 then
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skeleton_lightning = true
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end
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if get_item_group(get_node({ x = pos2.x, y = pos2.y - 1, z = pos2.z }).name, "liquid") < 1 then
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if get_node(pos2).name == "air" then
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-- Low chance for a lightning to spawn skeleton horse + skeletons
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if skeleton_lightning then
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add_entity(pos2, "mobs_mc:skeleton_horse")
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local angle, posadd
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angle = math.random(0, math.pi*2)
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for i=1,3 do
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posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
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posadd = vector.normalize(posadd)
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local mob = add_entity(vector.add(pos2, posadd), "mobs_mc:skeleton")
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mob:set_yaw(angle-math.pi/2)
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angle = angle + (math.pi*2) / 3
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end
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-- Cause a fire
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else
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set_node(pos2, { name = "mcl_fire:fire" })
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end
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end
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end
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end)
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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after(5, function(dtime)
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if lightning.auto then
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after(rng:next(lightning.interval_low,
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lightning.interval_high), lightning.strike)
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end
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end)
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minetest.register_chatcommand("lightning", {
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params = "[<X> <Y> <Z>]",
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description = S("Let lightning strike at the specified position or yourself"),
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privs = { maphack = true },
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func = function(name, param)
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local pos = {}
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pos.x, pos.y, pos.z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$")
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pos.x = tonumber(pos.x)
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pos.y = tonumber(pos.y)
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pos.z = tonumber(pos.z)
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if not (pos.x and pos.y and pos.z) then
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pos = nil
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end
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if name == "" and pos == nil then
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return false, "No position specified and unknown player"
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end
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if pos then
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lightning.strike(pos)
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else
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local player = minetest.get_player_by_name(name)
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if player then
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lightning.strike(player:get_pos())
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else
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return false, S("No position specified and unknown player")
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end
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end
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return true
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end,
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})
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