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