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Lightning mod for minetest
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Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
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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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Textures: CC-BY-SA-4.0 by sofar
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lightning_1.png
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lightning_2.png
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lightning_3.png
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Sounds:
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thunder.1.ogg - CC-BY-SA - hantorio - http://www.freesound.org/people/hantorio/sounds/121945/
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thunder.2.ogg - CC-BY-SA - juskiddink - http://www.freesound.org/people/juskiddink/sounds/101948/
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thunder.3.ogg - CC-BY-SA - IllusiaProductions - http://www.freesound.org/people/IllusiaProductions/sounds/249950/
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default?
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fire?
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A mod that adds thunder and lightning effects.
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@ -1,225 +0,0 @@
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--[[
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Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
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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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lightning = {}
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lightning.interval_low = 17
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lightning.interval_high = 503
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lightning.range_h = 100
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lightning.range_v = 50
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lightning.size = 100
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-- disable this to stop lightning mod from striking
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lightning.auto = true
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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 revertsky = function()
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if ttl == 0 then
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return
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end
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ttl = ttl - 1
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if ttl > 0 then
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return
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end
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for key, entry in pairs(ps) do
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local sky = entry.sky
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entry.p:set_sky(sky.bgcolor, sky.type, sky.textures)
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end
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ps = {}
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end
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minetest.register_globalstep(revertsky)
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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 = minetest.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:getpos()
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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 = minetest.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 = minetest.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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-- lightning strike API
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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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lightning.strike = function(pos)
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if lightning.auto then
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minetest.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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minetest.add_particlespawner({
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amount = 1,
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time = 0.2,
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-- make it hit the top of a block exactly with the bottom
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minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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minvel = {x = 0, y = 0, z = 0},
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maxvel = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.2,
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maxexptime = 0.2,
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minsize = lightning.size * 10,
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maxsize = lightning.size * 10,
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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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-- 0.4.15+
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glow = 14,
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})
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minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = 500 })
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-- damage nearby objects, player or not
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do
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-- nil as param#1 is supposed to work, but core can't handle it.
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obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil)
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end
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local playerlist = minetest.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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player:set_sky(0xffffff, "plain", {})
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end
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end
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-- trigger revert of skybox
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ttl = 5
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-- set the air node above it on fire
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pos2.y = pos2.y + 1/2
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if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
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if minetest.get_node(pos2).name == "air" then
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-- only 1/4 of the time, something is changed
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if rng:next(1,4) > 1 then
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return
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end
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-- very rarely, potentially cause a fire
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if fire and rng:next(1,1000) == 1 then
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minetest.set_node(pos2, {name = "fire:basic_flame"})
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else
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minetest.set_node(pos2, {name = "lightning:dying_flame"})
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end
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end
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end
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-- perform block modifications
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if not default or rng:next(1,10) > 1 then
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return
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end
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pos2.y = pos2.y - 1
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local n = minetest.get_node(pos2)
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if minetest.get_item_group(n.name, "tree") > 0 then
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minetest.set_node(pos2, { name = "default:coalblock"})
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elseif minetest.get_item_group(n.name, "sand") > 0 then
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minetest.set_node(pos2, { name = "default:glass"})
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elseif minetest.get_item_group(n.name, "soil") > 0 then
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minetest.set_node(pos2, { name = "default:gravel"})
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end
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end
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-- a special fire node that doesn't burn anything, and automatically disappears
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minetest.register_node("lightning:dying_flame", {
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description = "Dying Flame",
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {dig_immediate = 3, not_in_creative_inventory=1},
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on_timer = function(pos)
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minetest.remove_node(pos)
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end,
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drop = "",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(rng:next(20, 40))
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if fire and fire.on_flame_add_at then
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minetest.after(0.5, fire.on_flame_add_at, pos)
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end
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end,
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})
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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minetest.after(5, function(dtime)
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if lightning.auto then
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minetest.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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@ -1 +0,0 @@
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name = lightning
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