[mcl_weather] Add damp rain sound
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2 changed files with 317 additions and 0 deletions
317
mods/ENVIRONMENT/mcl_weather/rain.lua
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317
mods/ENVIRONMENT/mcl_weather/rain.lua
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local PARTICLES_COUNT_RAIN = tonumber(minetest.settings:get("mcl_weather_rain_particles")) or 500
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local PARTICLES_COUNT_THUNDER = tonumber(minetest.settings:get("mcl_weather_thunder_particles")) or 900
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local get_connected_players = minetest.get_connected_players
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local mgname = minetest.get_mapgen_setting("mg_name")
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mcl_weather.rain = {
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-- max rain particles created at time
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particles_count = PARTICLES_COUNT_RAIN,
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-- flag to turn on/off extinguish fire for rain
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extinguish_fire = true,
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-- flag useful when mixing weathers
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raining = false,
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-- keeping last timeofday value (rounded).
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-- Defaulted to non-existing value for initial comparing.
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sky_last_update = -1,
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init_done = false,
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}
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local update_sound={}
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local psdef= {
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amount = mcl_weather.rain.particles_count,
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time=0,
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minpos = vector.new(-15,20,-15),
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maxpos = vector.new(15,25,15),
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minvel = vector.new(-2,-17,-2),
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maxvel = vector.new(2,-8,2),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,-0.5,0),
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minexptime = 1,
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maxexptime = 4,
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minsize = 4,
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maxsize= 8,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local textures = {"weather_pack_rain_raindrop_1.png", "weather_pack_rain_raindrop_2.png"}
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function mcl_weather.has_rain(pos)
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if not mcl_worlds.has_weather(pos) then return false end
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if mgname == "singlenode" or mgname == "v6" then return true end
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local bd = minetest.registered_biomes[minetest.get_biome_name(minetest.get_biome_data(pos).biome)]
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if bd and bd._mcl_biome_type == "hot" then return false end
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return true
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end
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function mcl_weather.rain.sound_handler(player, fade)
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local fadeSpeed = 0
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if fade then
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fadeSpeed = 0.5
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end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if mcl_weather.is_outdoor(player:get_pos()) then
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player_meta.outdoor = true
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return minetest.sound_play("weather_rain", {
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to_player = player:get_player_name(),
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loop = true,
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fade = fadeSpeed
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})
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else
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player_meta.outdoor = false
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return minetest.sound_play("weather_rain_damp", {
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to_player = player:get_player_name(),
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loop = true,
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fade = fadeSpeed
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})
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end
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end
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-- set skybox based on time (uses skycolor api)
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function mcl_weather.rain.set_sky_box()
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if mcl_weather.state == "rain" then
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mcl_weather.skycolor.add_layer(
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"weather-pack-rain-sky",
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{{r=0, g=0, b=0},
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{r=85, g=86, b=98},
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{r=135, g=135, b=151},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}})
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mcl_weather.skycolor.active = true
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for _, player in pairs(get_connected_players()) do
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player:set_clouds({color="#5D5D5FE8"})
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end
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end
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end
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-- no no no NO NO f*.. no. no manual particle creatin' PLS!! this sends EVERY particle over the net.
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function mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.last_rp_count = mcl_weather.rain.particles_count
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local l = false
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for k,v in pairs(textures) do
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psdef.texture=v
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l = l or mcl_weather.add_spawner_player(player,"rain"..k,psdef)
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end
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if l then
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update_sound[player:get_player_name()]=true
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end
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end
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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function mcl_weather.rain.add_player(player)
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if mcl_weather.players[player:get_player_name()] == nil then
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky(true)}
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mcl_weather.players[player:get_player_name()] = player_meta
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update_sound[player:get_player_name()]=true
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end
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end
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-- remove player from player list effected by rain.
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-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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function mcl_weather.rain.remove_player(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta and player_meta.origin_sky then
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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update_sound[player:get_player_name()]=true
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end
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end
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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function mcl_weather.rain.update_sound(player)
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if not update_sound[player:get_player_name()] then return end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta then
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if player_meta.outdoor ~= mcl_weather.is_outdoor(player:get_pos()) then
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mcl_weather.rain.remove_sound(player)
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player_meta.sound_handler = mcl_weather.rain.sound_handler(player)
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end
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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return false
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end
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local isInaudible = not mcl_weather.is_outdoor(player:get_pos()) and player:get_pos().y < -10
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if player_meta.sound_handler then
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if mcl_weather.rain.last_rp_count == 0 or isInaudible then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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end
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elseif mcl_weather.rain.last_rp_count > 0 and not isInaudible then
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player_meta.sound_handler = mcl_weather.rain.sound_handler(player, true)
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end
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player_meta.sound_updated = minetest.get_gametime()
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end
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update_sound[player:get_player_name()]=false
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end
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-- rain sound removed from player.
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function mcl_weather.rain.remove_sound(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta and player_meta.sound_handler then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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player_meta.sound_updated = nil
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player_meta.outdoor = nil
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end
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end
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-- callback function for removing rain
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function mcl_weather.rain.clear()
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mcl_weather.rain.raining = false
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mcl_weather.rain.sky_last_update = -1
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mcl_weather.rain.init_done = false
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mcl_weather.rain.set_particles_mode("rain")
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mcl_weather.skycolor.remove_layer("weather-pack-rain-sky")
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for _, player in pairs(get_connected_players()) do
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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mcl_weather.remove_spawners_player(player)
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end
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end
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minetest.register_globalstep(function(dtime)
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if mcl_weather.state ~= "rain" then
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return false
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end
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mcl_weather.rain.make_weather()
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end)
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function mcl_weather.rain.make_weather()
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if mcl_weather.rain.init_done == false then
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mcl_weather.rain.raining = true
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mcl_weather.rain.set_sky_box()
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mcl_weather.rain.set_particles_mode(mcl_weather.mode)
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mcl_weather.rain.init_done = true
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end
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for _, player in pairs(get_connected_players()) do
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local pos=player:get_pos()
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if mcl_weather.is_underwater(player) or not mcl_weather.has_rain(pos) then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.remove_spawners_player(player)
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if mcl_worlds.has_weather(pos) then
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mcl_weather.set_sky_box_clear(player)
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end
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else
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if mcl_weather.has_snow(pos) then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.snow.add_player(player)
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mcl_weather.snow.set_sky_box()
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else
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mcl_weather.rain.add_player(player)
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.update_sound(player)
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mcl_weather.rain.set_sky_box()
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end
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end
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end
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end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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function mcl_weather.rain.set_particles_mode(mode)
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if mode == "thunder" then
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psdef.amount=PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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psdef.amount=PARTICLES_COUNT_RAIN
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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end
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end
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if mcl_weather.allow_abm then
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-- ABM for extinguish fire
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minetest.register_abm({
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label = "Rain extinguishes fire",
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nodenames = {"mcl_fire:fire"},
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interval = 2.0,
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chance = 2,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- Fire is extinguished if in rain or one of 4 neighbors is in rain
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if mcl_weather.rain.raining and mcl_weather.rain.extinguish_fire then
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local around = {
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{ x = 0, y = 0, z = 0 },
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{ x = -1, y = 0, z = 0 },
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{ x = 1, y = 0, z = 0 },
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{ x = 0, y = 0, z = -1 },
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{ x = 0, y = 0, z = 1 },
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}
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for a=1, #around do
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local apos = vector.add(pos, around[a])
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if mcl_weather.is_outdoor(apos) then
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1}, true)
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return
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end
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end
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end
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end,
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})
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-- Slowly fill up cauldrons
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minetest.register_abm({
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label = "Rain fills cauldrons with water",
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nodenames = {"mcl_cauldrons:cauldron", "mcl_cauldrons:cauldron_1", "mcl_cauldrons:cauldron_2"},
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interval = 56.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- Rain is equivalent to a water bottle
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if node.name == "mcl_cauldrons:cauldron" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
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elseif node.name == "mcl_cauldrons:cauldron_1" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2"})
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elseif node.name == "mcl_cauldrons:cauldron_2" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3"})
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elseif node.name == "mcl_cauldrons:cauldron_1r" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_2r"})
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elseif node.name == "mcl_cauldrons:cauldron_2r" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_3r"})
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end
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end
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end
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})
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-- Wetten the soil
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minetest.register_abm({
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label = "Rain hydrates farmland",
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nodenames = {"mcl_farming:soil"},
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interval = 22.0,
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chance = 3,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if node.name == "mcl_farming:soil" then
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minetest.set_node(pos, {name="mcl_farming:soil_wet"})
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end
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end
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end
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})
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end
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if mcl_weather.reg_weathers.rain == nil then
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mcl_weather.reg_weathers.rain = {
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clear = mcl_weather.rain.clear,
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light_factor = 0.6,
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-- 10min - 20min
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min_duration = 600,
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max_duration = 1200,
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transitions = {
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[65] = "none",
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[70] = "snow",
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[100] = "thunder",
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}
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}
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end
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BIN
mods/ENVIRONMENT/mcl_weather/sounds/weather_rain_damp.ogg
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BIN
mods/ENVIRONMENT/mcl_weather/sounds/weather_rain_damp.ogg
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Binary file not shown.
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