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minetest_game/mods/weather/init.lua

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-- Always load the API
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/api.lua")
-- Disable by mapgen or setting
if minetest.settings:get_bool("enable_weather") == false then
return
end
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" or mg_name == "singlenode" then
-- set a default shadow intensity for mgv6 and singlenode
minetest.register_on_joinplayer(function(player)
player:set_lighting({ shadows = { intensity = 0.33 } })
end)
return
end
-- Default implementation for noise based cloud appearance
local TSCALE = 600 -- Time scale of noise variation in seconds
local np_density = {
offset = 0.5,
scale = 0.5,
spread = {x = TSCALE, y = TSCALE, z = TSCALE},
seed = 813,
octaves = 1,
persist = 0,
lacunarity = 2,
}
local np_thickness = {
offset = 0.5,
scale = 0.5,
spread = {x = TSCALE, y = TSCALE, z = TSCALE},
seed = 96,
octaves = 1,
persist = 0,
lacunarity = 2,
}
local np_speedx = {
offset = 0,
scale = 1,
spread = {x = TSCALE, y = TSCALE, z = TSCALE},
seed = 911923,
octaves = 1,
persist = 0,
lacunarity = 2,
}
local np_speedz = {
offset = 0,
scale = 1,
spread = {x = TSCALE, y = TSCALE, z = TSCALE},
seed = 5728,
octaves = 1,
persist = 0,
lacunarity = 2,
}
local nobj_density = nil
local nobj_thickness = nil
local nobj_speedx = nil
local nobj_speedz = nil
local function rangelim(value, lower, upper)
return math.min(math.max(value, lower), upper)
end
local t_offset
do
local meta = minetest.get_mod_storage()
if meta:contains("time_offset") then
t_offset = meta:get_int("time_offset")
else
-- Use random offset so not each new world behaves the same.
t_offset = math.random(0, 300000)
meta:set_int("time_offset", t_offset)
end
end
function weather.get(player)
-- Adjusted time in seconds
local time = math.floor(minetest.get_gametime() - t_offset)
nobj_density = nobj_density or minetest.get_perlin(np_density)
nobj_thickness = nobj_thickness or minetest.get_perlin(np_thickness)
nobj_speedx = nobj_speedx or minetest.get_perlin(np_speedx)
nobj_speedz = nobj_speedz or minetest.get_perlin(np_speedz)
local n_density = nobj_density:get_2d({x = time, y = 0}) -- 0 to 1
local n_thickness = nobj_thickness:get_2d({x = time, y = 0}) -- 0 to 1
local n_speedx = nobj_speedx:get_2d({x = time, y = 0}) -- -1 to 1
local n_speedz = nobj_speedz:get_2d({x = time, y = 0}) -- -1 to 1
-- Fallback to mid-value 50 for very old worlds
local humid = minetest.get_humidity(player:get_pos()) or 50
-- Default and classic density value is 0.4, make this happen
-- at humidity midvalue 50 when n_density is at midvalue 0.5.
-- density_max = 0.25 at humid = 0.
-- density_max = 0.8 at humid = 50.
-- density_max = 1.35 at humid = 100.
local density_max = 0.8 + ((humid - 50) / 50) * 0.55
-- Range limit density_max to always have occasional
-- small scattered clouds at extreme low humidity.
local density = rangelim(density_max, 0.2, 1.0) * n_density
return {
clouds = {
density = density,
thickness = math.max(math.floor(
rangelim(32 * humid / 100, 8, 32) * n_thickness
), 2),
speed = {x = n_speedx * 4, z = n_speedz * 4},
},
lighting = {
shadows = { intensity = 0.7 * (1 - density) }
}
}
end