rain/init.lua

230 lines
5.4 KiB
Lua

-- rain 0.1.1 by paramat
-- For latest stable Minetest and back to 0.4.8
-- Depends default
-- License: code WTFPL, textures CC BY-SA
-- bugfixes
-- faster rain
-- standard drawtype cloud for shading
-- new post effect colour
-- TODO
-- 64x64 XZ raincloud
-- dissolves over desert
-- Nodes
minetest.register_node("rain:cloud", {
description = "Rain Cloud",
tiles = {"rain_cloud.png"},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
post_effect_color = {a=127, r=162, g=166, b=171},
})
minetest.register_node("rain:rain", {
description = "Rain",
drawtype = "plantlike",
tiles = {
{
name="rain_rain.png",
animation={type="vertical_frames",
aspect_w=16, aspect_h=16, length=0.2}
}
},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
})
minetest.register_node("rain:rainabm", {
description = "Rain",
drawtype = "plantlike",
tiles = {
{
name="rain_rain.png",
animation={type="vertical_frames",
aspect_w=16, aspect_h=16, length=0.2}
}
},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
})
-- ABM
-- Spawn raincloud above grass
minetest.register_abm({
nodenames = {"default:dirt_with_grass"},
interval = 13,
chance = 2048,
action = function(pos, node)
local x = pos.x
local y = pos.y
local z = pos.z
local c_air = minetest.get_content_id("air")
local c_rain = minetest.get_content_id("rain:rain")
local c_rainabm = minetest.get_content_id("rain:rainabm")
local c_cloud = minetest.get_content_id("rain:cloud")
local vm = minetest.get_voxel_manip() -- volume for cloud check
local pos1 = {x=x-128, y=104, z=z-128}
local pos2 = {x=x+159, y=104, z=z+159}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
for vi in area:iterp(emin, emax) do -- check volume is clear of cloud
if data[vi] == c_cloud then
return
end
end
local vm = minetest.get_voxel_manip()
local pos1 = {x=x, y=y-48, z=z}
local pos2 = {x=x+31, y=y+135, z=z+31}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
local vvii = emax.x - emin.x + 1 -- vertical vi interval
-- local nvii = (emax.y - emin.y + 1) * vvii
for y = 104, 135 do -- spawn cloud and rain columns
for k = 0, 31 do
local vi = area:index(x, y, z + k)
for i = 0, 31 do
data[vi] = c_cloud
if y == 104 and k == 0 and i == 15 then -- rain abm column
local vir = vi - vvii
for fall = 1, 144 do
if data[vir] == c_air then
data[vir] = c_rainabm
else
break
end
vir = vir - vvii
end
elseif y == 104 and math.random() < 0.25 then
local vir = vi - vvii
for fall = 1, 144 do
if data[vir] == c_air then
data[vir] = c_rain
else
break
end
vir = vir - vvii
end
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})
-- Drift raincloud southward
minetest.register_abm({
nodenames = {"rain:rainabm"},
interval = 7,
chance = 128,
action = function(pos, node)
local x = pos.x
local z = pos.z
local c_air = minetest.get_content_id("air")
local c_rain = minetest.get_content_id("rain:rain")
local c_rainabm = minetest.get_content_id("rain:rainabm")
local c_cloud = minetest.get_content_id("rain:cloud")
local vm = minetest.get_voxel_manip()
local pos1 = {x=x-15, y=1, z=z-1}
local pos2 = {x=x+16, y=135, z=z+31}
local emin, emax = vm:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
local data = vm:get_data()
local vvii = emax.x - emin.x + 1 -- vertical vi interval
for y = 103, 135 do -- spawn and erase cloud and rain columns
for k = -1, 31, 1 do
local vi = area:index(x-15, y, z+k)
for i = -15, 16, 1 do
if k == -1 then
if y >= 104 then -- new cloud
data[vi] = c_cloud
elseif y == 103 and i == 0 then -- new rain abm column
local vir = vi
for fall = 1, 144 do
if data[vir] == c_air then
data[vir] = c_rainabm
else
break
end
vir = vir - vvii
end
elseif y == 103 and math.random() < 0.25 then -- new rain
local vir = vi
for fall = 1, 144 do
if data[vir] == c_air then
data[vir] = c_rain
else
break
end
vir = vir - vvii
end
end
elseif k == 0 and y == 103 and i == 0 then -- erase previous rain abm column
local vir = vi
for fall = 1, 144 do
if data[vir] == c_rainabm then
data[vir] = c_air
else
break
end
vir = vir - vvii
end
elseif k == 31 and y >= 103 then -- erase previous cloud and rain
local nodid = data[vi]
if nodid == c_cloud then
data[vi] = c_air
elseif nodid == c_rain then
local vir = vi
for fall = 1, 144 do
if data[vir] == c_rain then
data[vir] = c_air
else
break
end
vir = vir - vvii
end
end
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end,
})