minetest_game/mods/weather/init.lua

201 lines
5.2 KiB
Lua

-- Check whether mod should be active
local mg_name = minetest.get_mapgen_setting("mg_name")
local settings_enabled = minetest.settings:get_bool("enable_weather", true)
local randomize_clouds = mg_name ~= "v6" and mg_name ~= "singlenode"
-- global variable for API (see end of file)
weather = {}
-- Parameters
local TSCALE = 600 -- Time scale of noise variation in seconds
local CYCLE = 8 -- Time period of cyclic clouds update 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,
}
-- End parameters
-- Initialise noise objects to nil
local nobj_density = nil
local nobj_thickness = nil
local nobj_speedx = nil
local nobj_speedz = nil
-- Update clouds function
local function rangelim(value, lower, upper)
return math.min(math.max(value, lower), upper)
end
local os_time_0 = os.time()
local t_offset = math.random(0, 300000)
-- set a default shadow intensity for mgv6 and singlenode
local function set_default_lighting(players)
for _, player in ipairs(players) do
local lighting = {
shadows = { intensity = 0.33 }
}
local overrides = weather.on_update(player, { lighting })
if overrides.lighting ~= nil then
player:set_lighting(overrides.lighting)
end
end
end
local function update_weather(players)
-- skip cloud randomization if worldgen not supported
if not randomize_clouds then
set_default_lighting(players)
return
end
-- Time in seconds.
-- Add random time offset to avoid identical behaviour each server session.
local time = os.difftime(os.time(), os_time_0) - 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
for _, player in ipairs(players) do
-- 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
local density = rangelim(density_max, 0.2, 1.0) * n_density
local clouds = {
-- Range limit density_max to always have occasional
-- small scattered clouds at extreme low humidity.
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},
}
-- now adjust the shadow intensity
local lighting = {
shadows = { intensity = 0.7 * (1 - density) }
}
-- check for API overrides and then apply
local overrides = weather.on_update(player, { clouds, lighting })
if overrides ~= nil and overrides.clouds ~= nil then
player:set_clouds(overrides.clouds)
end
if overrides ~= nil and overrides.lighting ~= nil then
player:set_lighting(overrides.lighting)
end
end
end
-- Update clouds periodically for all players
local timer = nil
local function cyclic_update()
local players = minetest.get_connected_players()
update_weather(players)
timer = minetest.after(CYCLE, cyclic_update)
end
timer = minetest.after(0, cyclic_update)
local function purge_effects()
-- stop timer for active cycle
if timer ~= nil then
timer:cancel()
timer = nil
end
-- reset changed player tables to default values
for _, player in ipairs(minetest.get_connected_players()) do
if randomize_clouds then
player:set_clouds({})
end
-- NOTE: set_lighting doesn't allow empty table to reset
player:set_lighting({
shadows = {
intensity = 0
}
})
end
end
-- Update on player join to instantly alter clouds from the default
minetest.register_on_joinplayer(function(player)
if weather.is_enabled() then
update_weather({ player })
end
end)
-- Define API functions
local is_enabled = true
weather.is_enabled = function()
return settings_enabled and is_enabled
end
weather.set_enabled = function(enable)
if enable and not is_enabled then
-- restart stopped update cycle
cyclic_update()
elseif not enable and is_enabled then
-- stop update cycle and remove effects
purge_effects()
end
is_enabled = enable
end
weather.on_update = function(player, overrides)
return overrides
end
-- End API definition