Tweak some stuff, now it's somewhat behaving.
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0ea81f5b0a
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39
init.lua
39
init.lua
@ -14,7 +14,8 @@ local lightning = {}
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lightning.interval_low = 17
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lightning.interval_low = 17
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lightning.interval_high = 503
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lightning.interval_high = 503
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lightning.range = 200
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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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lightning.size = 100
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local rng = PcgRandom(32321123312123)
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local rng = PcgRandom(32321123312123)
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@ -39,25 +40,27 @@ lightning.strike = function()
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return
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return
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end
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end
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pos.x = math.floor(pos.x - (lightning.range / 2) + rng:next(1, lightning.range))
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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 / 2)
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pos.y = pos.y + (lightning.range_v / 2)
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pos.z = math.floor(pos.z - (lightning.range / 2) + rng:next(1, lightning.range))
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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local b, pos2 = minetest.line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range, z = pos.z}, 1)
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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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-- nothing but air found
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if b then
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if b then
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return
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return
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end
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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
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end
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minetest.add_particlespawner({
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minetest.add_particlespawner({
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amount = 1,
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amount = 1,
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time = 0.2,
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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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-- 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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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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maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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-- the particle will be centered above the pos2 position but we
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-- want it to hit the node on the ground
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-- down really fast at the ground
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minvel = {x = 0, y = 0, z = 0},
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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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maxvel = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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@ -78,21 +81,29 @@ lightning.strike = function()
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-- set the air node above it on fire
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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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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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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, cause a massive forest fire (100*4*250 = 1/100000 seconds)
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if rng:next(1,100) == 1 then
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minetest.set_node(pos2, {name = "fire:basic_flame"})
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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 = "fire:permanent_flame"})
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end
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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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-- perform block modifications
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pos2.y = pos2.y - 1
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pos2.y = pos2.y - 1
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local n = minetest.get_node(pos2)
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local n = minetest.get_node(pos2)
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if n.name == "default:tree" or n.name == "default:jungletree" or n.name == "default:pine_tree" or
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if minetest.get_item_group(n.name, "tree") > 0 then
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n.name == "default:acacia_tree" or n.name == "default:acacia_tree" then
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minetest.set_node(pos2, { name = "default:coalblock"})
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minetest.set_node(pos2, { name = "default:coalblock"})
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elseif n.name == "default:sand" or n.name == "default:desert_sand" then
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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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minetest.set_node(pos2, { name = "default:glass"})
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elseif string.find(n.name, "default:dirt") then
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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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elseif string.find(n.name, "default:soil") then
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minetest.set_node(pos2, { name = "default:gravel"})
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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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end
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end
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