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 --this is rice but it boosts the FPS slightly local y local find_em = minetest.find_nodes_in_area_under_air local pos local radius = 10 local particle_table local area local min local max local round_it = vector.round local new_vec = vector.new local add_it = vector.add local sub_it = vector.subtract local area_index local spawn_table local get_the_node = minetest.get_node_or_nil local get_the_light = minetest.get_node_light local lightlevel local add_ps = minetest.add_particlespawner local l_name = name ------- local weather_effects = function(player,defined_type) pos = round_it(player:get_pos()) particle_table = {} area = new_vec(10,10,10) min = sub_it(pos, area) max = add_it(pos, area) area_index = find_em(min, max, all_nodes) spawn_table = nil -- this has to be terminated before reassignment 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 = min.x,max.x do for z = min.z,max.z do y = pos.y - 5 if spawn_table[x] and spawn_table[x][z] then y = spawn_table[x][z] end if get_the_node(new_vec(x,y+1,z)) ~= nil then lightlevel = get_the_light(new_vec(x,y+1,z), 0.5) if lightlevel >= 14 or defined_type == "ichor" then if defined_type == "rain" then add_ps({ amount = 3, time = 0.5, minpos = new_vec(x-0.5,y,z-0.5), maxpos = new_vec(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 = 0.5, maxexptime = 0.5, minsize = 4, maxsize = 4, collisiondetection = true, collision_removal = true, object_collision = false, vertical = true, texture = "raindrop.png^[opacity:80", playername = l_name, }) elseif defined_type == "snow" then add_ps({ 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 = l_name, }) elseif defined_type == "ichor" then add_ps({ 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 end end --client runs through spawning weather particles local player_pos local function update_weather() player_pos = minetest.localplayer:get_pos() if do_effects then if snow or rain then --do normal weather if player_pos.y > -10033 then if snow == true then weather_effects(minetest.localplayer, "snow") elseif rain == true then weather_effects(minetest.localplayer, "rain") end --rain blood upwards in the nether else if snow == true or rain == true then weather_effects(minetest.localplayer, "ichor") 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 --do again every half second minetest.after(0.5, function() update_weather() 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 sender == "" and channel_name == "weather_nodes" then all_nodes = minetest.deserialize(message) do_effects = true weather:leave() --leave the channel end --receive the weather type if sender == "" and 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 --begin weather update update_weather() end)