--[[ Copyright (C) 2016 - Auke Kok "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. --]] lightning = {} lightning.interval_low = 17 lightning.interval_high = 503 lightning.range_h = 100 lightning.range_v = 50 lightning.size = 100 -- disable this to stop lightning mod from striking lightning.auto = true -- range of the skybox highlight and sound effect lightning.effect_range = 500 local random_fire = minetest.settings:get_bool("lightning_random_fire") ~= false local rng = PcgRandom(32321123312123) -- table with playername as key and previous skybox as value local ps = {} local ttl = 1 local revertsky = function() if ttl == 0 then return end ttl = ttl - 1 if ttl > 0 then return end for playername, sky in pairs(ps) do local player = minetest.get_player_by_name(playername) -- check if the player is still online if player then player:set_sky(sky.bgcolor, sky.type, sky.textures) end end ps = {} end minetest.register_globalstep(revertsky) -- select a random strike point, midpoint local function choose_pos(pos) if not pos then local playerlist = minetest.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 and pos.y > 1000 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 = minetest.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 = minetest.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 -- lightning strike API -- * pos: optional, if not given a random pos will be chosen -- * returns: bool - success if a strike happened lightning.strike = function(pos) if lightning.auto then minetest.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 minetest.add_particlespawner({ amount = 1, time = 0.2, -- make it hit the top of a block exactly with the bottom minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z }, maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z }, minvel = {x = 0, y = 0, z = 0}, maxvel = {x = 0, y = 0, z = 0}, minacc = {x = 0, y = 0, z = 0}, maxacc = {x = 0, y = 0, z = 0}, minexptime = 0.2, maxexptime = 0.2, minsize = lightning.size * 10, maxsize = lightning.size * 10, 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", -- 0.4.15+ glow = 14, }) minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = lightning.effect_range }) -- damage nearby objects, player or not for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do -- nil as param#1 is supposed to work, but core can't handle it. obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil) end local playerlist = minetest.get_connected_players() for i = 1, #playerlist do local player = playerlist[i] local distance = vector.distance(player:get_pos(), pos) -- only affect players inside effect_range if distance < lightning.effect_range then local sky = {} sky.bgcolor, sky.type, sky.textures = player:get_sky() local name = player:get_player_name() if ps[name] == nil then ps[name] = sky player:set_sky(0xffffff, "plain", {}) end end end -- trigger revert of skybox ttl = 5 -- set the air node above it on fire pos2.y = pos2.y + 1/2 if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then if minetest.get_node(pos2).name == "air" then -- only 1/4 of the time, something is changed if rng:next(1,4) > 1 then return end -- very rarely, potentially cause a fire if fire and random_fire and rng:next(1,1000) == 1 then minetest.set_node(pos2, {name = "fire:basic_flame"}) else minetest.set_node(pos2, {name = "lightning:dying_flame"}) end end end -- perform block modifications if not default or rng:next(1,10) > 1 then return end pos2.y = pos2.y - 1 local n = minetest.get_node(pos2) if minetest.get_item_group(n.name, "tree") > 0 then minetest.set_node(pos2, { name = "default:coalblock"}) elseif minetest.get_item_group(n.name, "sand") > 0 then minetest.set_node(pos2, { name = "default:glass"}) elseif minetest.get_item_group(n.name, "soil") > 0 then minetest.set_node(pos2, { name = "default:gravel"}) end end -- a special fire node that doesn't burn anything, and automatically disappears minetest.register_node("lightning:dying_flame", { description = "Dying Flame", drawtype = "firelike", tiles = { { name = "fire_basic_flame_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }, }, inventory_image = "fire_basic_flame.png", paramtype = "light", light_source = 14, walkable = false, buildable_to = true, sunlight_propagates = true, damage_per_second = 4, groups = {dig_immediate = 3, not_in_creative_inventory=1}, on_timer = function(pos) minetest.remove_node(pos) end, drop = "", on_construct = function(pos) minetest.get_node_timer(pos):start(rng:next(20, 40)) if fire and fire.on_flame_add_at then minetest.after(0.5, fire.on_flame_add_at, pos) end end, }) -- if other mods disable auto lightning during initialization, don't trigger the first lightning. minetest.after(5, function() if lightning.auto then minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike) end end)