use voxelmanip to scan ambiance area

This commit is contained in:
TenPlus1 2015-09-30 11:47:52 +01:00
parent 91173dbffc
commit 5abafd81de
2 changed files with 147 additions and 101 deletions

View File

@ -1,4 +1,4 @@
default
fire?
bakedclay?
ethereal?
ethereal?
xanadu?

244
init.lua
View File

@ -1,5 +1,5 @@
--= Ambience lite by TenPlus1 (16th April 2015)
--= Ambience lite by TenPlus1 (30th September 2015)
local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
local SOUNDVOLUME = 1
@ -10,82 +10,98 @@ local tempy = {}
-- sound sets
local night = {
handler = {}, frequency = 40,
{name="hornedowl", length=2},
{name="wolves", length=4},
{name="cricket", length=6},
{name="deer", length=7},
{name="frog", length=1},
handler = {}, frequency = 40,
{name="hornedowl", length = 2},
{name="wolves", length = 4},
{name="cricket", length = 6},
{name="deer", length = 7},
{name="frog", length = 1},
}
local day = {
handler = {}, frequency = 40,
{name="cardinal", length=3},
{name="bluejay", length=6},
{name="craw", length=3},
{name="canadianloon2", length=14},
{name="robin", length=4},
{name="bird1", length=11},
{name="bird2", length=6},
{name="crestedlark", length=6},
{name="peacock", length=2}
handler = {}, frequency = 40,
{name="cardinal", length = 3},
{name="craw", length = 3},
{name="bluejay", length = 6},
{name="canadianloon2", length = 14},
{name="robin", length = 4},
{name="bird1", length = 11},
{name="bird2", length = 6},
{name="crestedlark", length = 6},
{name="peacock", length = 2}
}
local high_up = {
handler = {}, frequency = 40,
{name="craw", length=3},
{name="wind", length=9.5},
handler = {}, frequency = 40,
{name="desertwind", length = 8},
}
local cave = {
handler = {}, frequency = 60,
{name="drippingwater1", length=1.5},
{name="drippingwater2", length=1.5}
handler = {}, frequency = 60,
{name="drippingwater1", length = 1.5},
{name="drippingwater2", length = 1.5}
}
local beach = {
handler = {}, frequency = 40,
{name="seagull", length=4.5},
{name="beach", length=13},
{name="gull", length=1}
handler = {}, frequency = 40,
{name="seagull", length = 4.5},
{name="beach", length = 13},
{name="gull", length = 1}
}
local desert = {
handler = {}, frequency = 20,
{name="coyote", length=2.5},
{name="desertwind", length=8}
handler = {}, frequency = 20,
{name="coyote", length = 2.5},
{name="desertwind", length = 8}
}
local flowing_water = {
handler = {}, frequency = 1000,
{name="waterfall", length=6}
handler = {}, frequency = 1000,
{name="waterfall", length = 6}
}
local underwater = {
handler = {}, frequency = 1000,
{name="scuba", length=8}
handler = {}, frequency = 1000,
{name="scuba", length = 8}
}
local splash = {
handler = {}, frequency = 1000,
handler = {}, frequency = 1000,
{name="swim_splashing", length=3},
}
local lava = {
handler = {}, frequency = 1000,
{name="lava", length=7}
handler = {}, frequency = 1000,
{name="lava", length = 7}
}
local smallfire = {
handler = {}, frequency = 1000,
{name="fire_small", length=6}
handler = {}, frequency = 1000,
{name="fire_small", length = 6}
}
local largefire = {
handler = {}, frequency = 1000,
{name="fire_large", length=8}
handler = {}, frequency = 1000,
{name="fire_large", length = 8}
}
local c_lavaf = minetest.get_content_id("default:lava_flowing")
local c_lavas = minetest.get_content_id("default:lava_source")
local c_waterf = minetest.get_content_id("default:water_flowing")
local c_waters = minetest.get_content_id("default:water_source")
local c_rwaterf = minetest.get_content_id("default:river_water_flowing")
local c_rwaters = minetest.get_content_id("default:river_water_source")
local c_dsand = minetest.get_content_id("default:desert_sand")
local c_dstone = minetest.get_content_id("default:desert_stone")
local c_snow = minetest.get_content_id("default:snowblock")
local c_bflame = minetest.get_content_id("fire:basic_flame")
local c_sflame = minetest.get_content_id("xanadu:safe_fire")
local c_xflame = minetest.get_content_id("fire:eternal_flame")
local c_ignore = minetest.get_content_id("ignore")
local vi
local radius = 6
-- check where player is and which sounds are played
local get_ambience = function(player)
@ -93,81 +109,109 @@ local get_ambience = function(player)
local pos = player:getpos()
-- what is around me?
pos.y = pos.y + 1.4 -- head level
local nod_head = minetest.get_node(pos).name
pos.y = pos.y - 0.1 -- standing on
--local nod_stand = minetest.get_node_or_nil(pos)
--if nod_stand then nod_stand = nod_stand.name else nod_stand = "" end
pos.y = pos.y + 1.5 -- head level
local nod_head = minetest.get_node_or_nil(pos)
if nod_head then nod_head = nod_head.name else nod_head = "" end
pos.y = pos.y - 1.2 -- feet level
local nod_feet = minetest.get_node(pos).name
local nod_feet = minetest.get_node_or_nil(pos)
if nod_feet then nod_feet = nod_feet.name else nod_feet = "" end
pos.y = pos.y - 0.2 -- reset pos
--= START Ambiance
if nod_head == "default:water_source"
or nod_head == "default:water_flowing" then
return {underwater=underwater}
if nod_head ~= ""
and minetest.registered_nodes[nod_head]
and minetest.registered_nodes[nod_head].groups.water then
return {underwater = underwater}
end
if nod_feet == "default:water_source"
or nod_feet == "default:water_flowing" then
return {splash=splash}
if nod_feet ~= ""
and minetest.registered_nodes[nod_feet]
and minetest.registered_nodes[nod_feet].groups.water then
return {splash = splash}
end
local num_fire, num_lava, num_water_source, num_water_flowing, num_desert = 0,0,0,0,0
local num_fire, num_lava, num_water_source, num_water_flowing,
num_desert, num_snow, num_ignore = 0,0,0,0,0,0,0
-- get block of nodes we need to check
tempy = minetest.find_nodes_in_area({x=pos.x-6,y=pos.y-2, z=pos.z-6},
{x=pos.x+6,y=pos.y+2, z=pos.z+6},
{"fire:basic_flame", "bakedclay:safe_fire", "default:lava_flowing", "default:lava_source",
"default:water_flowing", "default:water_source", "default:desert_sand", "default:desert_stone",})
pos = vector.round(pos)
-- outside map limits
if pos.x < -30900 or pos.x > 30900
or pos.y < -30900 or pos.y > 30900
or pos.z < -30900 or pos.z > 30900 then return {high_up = high_up} end
-- count separate instances in block
for _, npos in ipairs(tempy) do
local node = minetest.get_node(npos).name
if node == "fire:basic_flame" or node == "bakedclay:safe_fire" then num_fire = num_fire + 1 end
if node == "default:lava_flowing" or node == "default:lava_source" then num_lava = num_lava + 1 end
if node == "default:water_flowing" then num_water_flowing = num_water_flowing + 1 end
if node == "default:water_source" then num_water_source = num_water_source + 1 end
if node == "default:desert_sand" or node == "default:desert_stone" then num_desert = num_desert + 1 end
end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert)
-- use voxelmanip to get and count node instances
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
for z = -radius, radius do
for y = -radius, radius do
vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
if data[vi] == c_bflame or data[vi] == c_sflame or data[vi] == c_xflame then num_fire = num_fire + 1 end
if data[vi] == c_lavaf or data[vi] == c_lavas then num_lava = num_lava + 1 end
if data[vi] == c_waterf or data[vi] == c_rwaterf then num_water_flowing = num_water_flowing + 1 end
if data[vi] == c_waters or data[vi] == c_rwaters then num_water_source = num_water_source + 1 end
if data[vi] == c_dstone or data[vi] == c_dsand then num_desert = num_desert + 1 end
if data[vi] == c_snow then num_snow = num_snow + 1 end
--if data[vi] == c_ignore then num_ignore = num_ignore + 1 end
vi = vi + 1
end
end
end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert, num_snow, num_ignore)
--if num_ignore > 0 then print (num_ignore.." blocks found at "..pos.x..","..pos.y..","..pos.z) end
-- is fire redo mod active?
if fire and fire.mod and fire.mod == "redo" then
if num_fire > 8 then
return {largefire=largefire}
return {largefire = largefire}
elseif num_fire > 0 then
return {smallfire=smallfire}
return {smallfire = smallfire}
end
end
if num_lava > 5 then
return {lava=lava}
return {lava = lava}
end
if num_water_flowing > 30 then
return {flowing_water=flowing_water}
return {flowing_water = flowing_water}
end
if pos.y < 7 and pos.y > 0 and num_water_source > 100 then
return {beach=beach}
return {beach = beach}
end
if num_desert > 150 then
return {desert=desert}
return {desert = desert}
end
if pos.y > 60 then
return {high_up=high_up}
if pos.y > 60
or num_snow > 150 then
return {high_up = high_up}
end
if pos.y < -10 then
return {cave=cave}
return {cave = cave}
end
if minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then
return {day=day}
if minetest.get_timeofday() > 0.2
and minetest.get_timeofday() < 0.8 then
return {day = day}
else
return {night=night}
return {night = night}
end
-- END Ambiance
@ -182,7 +226,9 @@ local play_sound = function(player, list, number)
if list.handler[player_name] == nil then
local gain = volume * SOUNDVOLUME
local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
local handler = minetest.sound_play(
list[number].name,
{to_player = player_name, gain=gain})
if handler then
list.handler[player_name] = handler
@ -207,28 +253,28 @@ local stop_sound = function (list, player)
if list.handler[player_name] then
if list.on_stop then
minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
minetest.sound_play(list.on_stop,
{to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
minetest.sound_stop(list.handler[player_name])
list.handler[player_name] = nil
end
end
-- check sounds that are not in still_playing
local still_playing = function(still_playing, player)
if not still_playing.cave then stop_sound(cave, player) end
if not still_playing.high_up then stop_sound(high_up, player) end
if not still_playing.beach then stop_sound(beach, player) end
if not still_playing.desert then stop_sound(desert, player) end
if not still_playing.night then stop_sound(night, player) end
if not still_playing.day then stop_sound(day, player) end
if not still_playing.flowing_water then stop_sound(flowing_water, player) end
if not still_playing.splash then stop_sound(splash, player) end
if not still_playing.underwater then stop_sound(underwater, player) end
if not still_playing.lava then stop_sound(lava, player) end
if not still_playing.smallfire then stop_sound(smallfire, player) end
if not still_playing.largefire then stop_sound(largefire, player) end
if not still_playing.cave then stop_sound(cave, player) end
if not still_playing.high_up then stop_sound(high_up, player) end
if not still_playing.beach then stop_sound(beach, player) end
if not still_playing.desert then stop_sound(desert, player) end
if not still_playing.night then stop_sound(night, player) end
if not still_playing.day then stop_sound(day, player) end
if not still_playing.flowing_water then stop_sound(flowing_water, player) end
if not still_playing.splash then stop_sound(splash, player) end
if not still_playing.underwater then stop_sound(underwater, player) end
if not still_playing.lava then stop_sound(lava, player) end
if not still_playing.smallfire then stop_sound(smallfire, player) end
if not still_playing.largefire then stop_sound(largefire, player) end
end
-- player routine
@ -243,16 +289,16 @@ minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
--local t1 = os.clock()
ambiences = get_ambience(player)
--print ("[AMBIENCE] "..math.ceil((os.clock() - t1) * 1000).." ms")
--print ("[TEST] "..math.ceil((os.clock() - t1) * 1000).." ms")
still_playing(ambiences, player)
for _,ambience in pairs(ambiences) do
if math.random(1, 1000) <= ambience.frequency then
if math.random(1, 1000) <= ambience.frequency then
if ambience.on_start and played_on_start == false then
played_on_start = true
minetest.sound_play(ambience.on_start,
{to_player=player:get_player_name(),gain=SOUNDVOLUME})
{to_player=player:get_player_name(),gain=SOUNDVOLUME})
end
play_sound(player, ambience, math.random(1, #ambience))
end
@ -264,9 +310,9 @@ end)
minetest.register_chatcommand("svol", {
params = "<svol>",
description = "set sound volume (0.1 to 1.0)",
privs = {server=true},
privs = {server = true},
func = function(name, param)
SOUNDVOLUME = param
minetest.chat_send_player(name, "Sound volume set.")
end,
})
})