local all_nodes = {} local do_effects = false local snow = false local rain = false local weather_update_timer = 0 local id_table = {} local rain_sound_handle = nil local spawn_snow = function(player) local pos = player:get_pos() local radius = 10 local particle_table = {} local area = vector.new(10,10,10) local min = vector.subtract(pos, area) local max = vector.add(pos, area) local area_index = minetest.find_nodes_in_area_under_air(min, max, all_nodes) local spawn_table = {} --find the highest y value for _,index in pairs(area_index) do if not spawn_table[index.x] then spawn_table[index.x] = {} end if not spawn_table[index.x][index.z] then spawn_table[index.x][index.z] = index.y elseif spawn_table[index.x][index.z] < index.y then spawn_table[index.x][index.z] = index.y end end for x,x_index in pairs(spawn_table) do for z,y in pairs(x_index) do if minetest.get_node_or_nil(vector.new(x,y+1,z)) ~= nil then local pos = vector.new(x,y+1,z) local lightlevel = minetest.get_node_light(pos, 0.5) if lightlevel >= 14 then minetest.add_particlespawner({ amount = 1, time = 0.5, minpos = vector.new(x-0.5,y,z-0.5), maxpos = vector.new(x+0.5,y+20,z+0.5), minvel = {x=-0.2, y=-0.2, z=-0.2}, maxvel = {x=0.2, y=-0.5, z=0.2}, minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 1, collisiondetection = true, collision_removal = true, object_collision = false, texture = "snowflake_"..math.random(1,2)..".png", playername = player:get_name(), }) end end end end end local spawn_ichor = function(player) local pos = player:get_pos() local radius = 10 local particle_table = {} local area = vector.new(10,10,10) local min = vector.subtract(pos, area) local max = vector.add(pos, area) local area_index = minetest.find_nodes_in_area_under_air(min, max, all_nodes) local spawn_table = {} --find the highest y value for _,index in pairs(area_index) do if not spawn_table[index.x] then spawn_table[index.x] = {} end if not spawn_table[index.x][index.z] then spawn_table[index.x][index.z] = index.y elseif spawn_table[index.x][index.z] < index.y then spawn_table[index.x][index.z] = index.y end end for x,x_index in pairs(spawn_table) do for z,y in pairs(x_index) do if minetest.get_node_or_nil(vector.new(x,y+1,z)) ~= nil then local pos = vector.new(x,y+1,z) minetest.add_particlespawner({ amount = 1, time = 0.5, minpos = vector.new(x-0.5,y,z-0.5), maxpos = vector.new(x+0.5,y+20,z+0.5), minvel = {x=-0.2, y=0.2, z=-0.2}, maxvel = {x=0.2, y=0.5, z=0.2}, minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 1, collisiondetection = true, collision_removal = true, object_collision = false, texture = "ichor_"..math.random(1,2)..".png", playername = player:get_name(), }) end end end end local spawn_rain = function(player) local pos = player:get_pos() local radius = 10 local particle_table = {} local area = vector.new(10,10,10) local min = vector.subtract(pos, area) local max = vector.add(pos, area) local area_index = minetest.find_nodes_in_area_under_air(min, max, all_nodes) local spawn_table = {} --find the highest y value for _,index in pairs(area_index) do if not spawn_table[index.x] then spawn_table[index.x] = {} end if not spawn_table[index.x][index.z] then spawn_table[index.x][index.z] = index.y elseif spawn_table[index.x][index.z] < index.y then spawn_table[index.x][index.z] = index.y end end for x,x_index in pairs(spawn_table) do for z,y in pairs(x_index) do if minetest.get_node_or_nil(vector.new(x,y+1,z)) ~= nil then local pos = vector.new(x,y+1,z) local lightlevel = minetest.get_node_light(pos, 0.5) if lightlevel >= 14 then minetest.add_particlespawner({ amount = 3, time = 0.5, minpos = vector.new(x-0.5,y,z-0.5), maxpos = vector.new(x+0.5,y+20,z+0.5), minvel = {x=0, y=-20, z=0}, maxvel = {x=0, y=-20, z=0}, minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1, maxexptime = 2, minsize = 1, maxsize = 1, collisiondetection = true, collision_removal = true, object_collision = false, vertical = true, texture = "raindrop.png", playername = player:get_name(), }) end end end end end --client runs through spawning weather particles local player_pos minetest.register_globalstep(function(dtime) player_pos = minetest.localplayer:get_pos() if do_effects then if snow or rain then weather_update_timer = weather_update_timer + dtime if weather_update_timer >= 0.5 then weather_update_timer = 0 --do normal weather if player_pos.y > -10033 then if snow == true then spawn_snow(minetest.localplayer) elseif rain == true then spawn_rain(minetest.localplayer) end --rain blood upwards in the nether else if snow == true or rain == true then spawn_ichor(minetest.localplayer) end --stop the rain sound effect if rain_sound_handle then minetest.sound_fade(rain_sound_handle, -0.5, 0) rain_sound_handle = nil end end end end end end) minetest.register_on_modchannel_message(function(channel_name, sender, message) --receive the initial packet which tells the client which nodes --to spawn weather columns on if channel_name == "weather_nodes" then all_nodes = minetest.deserialize(message) do_effects = true weather:leave() --leave the channel end --receive the weather type if channel_name == "weather_type" then if message == "1" then rain = false snow = true elseif message == "2" then rain = true snow = false else rain = false snow = false end end --rain sound effect if not rain_sound_handle and rain == true then rain_sound_handle = minetest.sound_play("rain", {loop=true,gain=0}) minetest.sound_fade(rain_sound_handle, 0.5, 0.5) elseif rain_sound_handle and rain == false then minetest.sound_fade(rain_sound_handle, -0.5, 0) rain_sound_handle = nil end end) --We must tell the server that we're ready minetest.after(0,function() weather_intake:send_all("READY") weather_intake:leave() weather_intake = nil --leave the channel end)