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use voxelmanip to scan ambiance area
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@ -1,4 +1,4 @@
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default
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fire?
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bakedclay?
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ethereal?
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xanadu?
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112
init.lua
112
init.lua
@ -1,5 +1,5 @@
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--= Ambience lite by TenPlus1 (16th April 2015)
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--= Ambience lite by TenPlus1 (30th September 2015)
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local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
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local SOUNDVOLUME = 1
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@ -21,8 +21,8 @@ local night = {
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local day = {
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handler = {}, frequency = 40,
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{name="cardinal", length = 3},
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{name="bluejay", length=6},
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{name="craw", length = 3},
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{name="bluejay", length = 6},
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{name="canadianloon2", length = 14},
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{name="robin", length = 4},
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{name="bird1", length = 11},
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@ -33,8 +33,7 @@ local day = {
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local high_up = {
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handler = {}, frequency = 40,
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{name="craw", length=3},
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{name="wind", length=9.5},
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{name="desertwind", length = 8},
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}
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local cave = {
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@ -86,6 +85,23 @@ local largefire = {
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{name="fire_large", length = 8}
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}
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local c_lavaf = minetest.get_content_id("default:lava_flowing")
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local c_lavas = minetest.get_content_id("default:lava_source")
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local c_waterf = minetest.get_content_id("default:water_flowing")
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local c_waters = minetest.get_content_id("default:water_source")
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local c_rwaterf = minetest.get_content_id("default:river_water_flowing")
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local c_rwaters = minetest.get_content_id("default:river_water_source")
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local c_dsand = minetest.get_content_id("default:desert_sand")
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local c_dstone = minetest.get_content_id("default:desert_stone")
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local c_snow = minetest.get_content_id("default:snowblock")
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local c_bflame = minetest.get_content_id("fire:basic_flame")
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local c_sflame = minetest.get_content_id("xanadu:safe_fire")
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local c_xflame = minetest.get_content_id("fire:eternal_flame")
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local c_ignore = minetest.get_content_id("ignore")
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local vi
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local radius = 6
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-- check where player is and which sounds are played
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local get_ambience = function(player)
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@ -93,43 +109,69 @@ local get_ambience = function(player)
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local pos = player:getpos()
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-- what is around me?
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pos.y = pos.y + 1.4 -- head level
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local nod_head = minetest.get_node(pos).name
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pos.y = pos.y - 0.1 -- standing on
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--local nod_stand = minetest.get_node_or_nil(pos)
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--if nod_stand then nod_stand = nod_stand.name else nod_stand = "" end
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pos.y = pos.y + 1.5 -- head level
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local nod_head = minetest.get_node_or_nil(pos)
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if nod_head then nod_head = nod_head.name else nod_head = "" end
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pos.y = pos.y - 1.2 -- feet level
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local nod_feet = minetest.get_node(pos).name
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local nod_feet = minetest.get_node_or_nil(pos)
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if nod_feet then nod_feet = nod_feet.name else nod_feet = "" end
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pos.y = pos.y - 0.2 -- reset pos
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--= START Ambiance
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if nod_head == "default:water_source"
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or nod_head == "default:water_flowing" then
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if nod_head ~= ""
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and minetest.registered_nodes[nod_head]
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and minetest.registered_nodes[nod_head].groups.water then
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return {underwater = underwater}
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end
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if nod_feet == "default:water_source"
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or nod_feet == "default:water_flowing" then
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if nod_feet ~= ""
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and minetest.registered_nodes[nod_feet]
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and minetest.registered_nodes[nod_feet].groups.water then
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return {splash = splash}
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end
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local num_fire, num_lava, num_water_source, num_water_flowing, num_desert = 0,0,0,0,0
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local num_fire, num_lava, num_water_source, num_water_flowing,
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num_desert, num_snow, num_ignore = 0,0,0,0,0,0,0
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-- get block of nodes we need to check
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tempy = minetest.find_nodes_in_area({x=pos.x-6,y=pos.y-2, z=pos.z-6},
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{x=pos.x+6,y=pos.y+2, z=pos.z+6},
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{"fire:basic_flame", "bakedclay:safe_fire", "default:lava_flowing", "default:lava_source",
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"default:water_flowing", "default:water_source", "default:desert_sand", "default:desert_stone",})
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pos = vector.round(pos)
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-- outside map limits
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if pos.x < -30900 or pos.x > 30900
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or pos.y < -30900 or pos.y > 30900
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or pos.z < -30900 or pos.z > 30900 then return {high_up = high_up} end
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-- count separate instances in block
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for _, npos in ipairs(tempy) do
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local node = minetest.get_node(npos).name
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if node == "fire:basic_flame" or node == "bakedclay:safe_fire" then num_fire = num_fire + 1 end
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if node == "default:lava_flowing" or node == "default:lava_source" then num_lava = num_lava + 1 end
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if node == "default:water_flowing" then num_water_flowing = num_water_flowing + 1 end
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if node == "default:water_source" then num_water_source = num_water_source + 1 end
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if node == "default:desert_sand" or node == "default:desert_stone" then num_desert = num_desert + 1 end
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end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert)
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-- use voxelmanip to get and count node instances
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local vm = VoxelManip()
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local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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for z = -radius, radius do
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for y = -radius, radius do
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vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
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for x = -radius, radius do
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if data[vi] == c_bflame or data[vi] == c_sflame or data[vi] == c_xflame then num_fire = num_fire + 1 end
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if data[vi] == c_lavaf or data[vi] == c_lavas then num_lava = num_lava + 1 end
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if data[vi] == c_waterf or data[vi] == c_rwaterf then num_water_flowing = num_water_flowing + 1 end
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if data[vi] == c_waters or data[vi] == c_rwaters then num_water_source = num_water_source + 1 end
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if data[vi] == c_dstone or data[vi] == c_dsand then num_desert = num_desert + 1 end
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if data[vi] == c_snow then num_snow = num_snow + 1 end
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--if data[vi] == c_ignore then num_ignore = num_ignore + 1 end
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vi = vi + 1
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end
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end
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end ; --print (num_fire, num_lava, num_water_flowing, num_water_source, num_desert, num_snow, num_ignore)
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--if num_ignore > 0 then print (num_ignore.." blocks found at "..pos.x..","..pos.y..","..pos.z) end
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-- is fire redo mod active?
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if fire and fire.mod and fire.mod == "redo" then
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@ -156,7 +198,8 @@ local get_ambience = function(player)
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return {desert = desert}
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end
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if pos.y > 60 then
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if pos.y > 60
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or num_snow > 150 then
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return {high_up = high_up}
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end
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@ -164,7 +207,8 @@ local get_ambience = function(player)
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return {cave = cave}
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end
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if minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then
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if minetest.get_timeofday() > 0.2
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and minetest.get_timeofday() < 0.8 then
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return {day = day}
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else
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return {night = night}
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@ -182,7 +226,9 @@ local play_sound = function(player, list, number)
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if list.handler[player_name] == nil then
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local gain = volume * SOUNDVOLUME
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local handler = minetest.sound_play(list[number].name, {to_player=player_name, gain=gain})
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local handler = minetest.sound_play(
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list[number].name,
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{to_player = player_name, gain=gain})
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if handler then
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list.handler[player_name] = handler
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@ -207,12 +253,12 @@ local stop_sound = function (list, player)
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if list.handler[player_name] then
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if list.on_stop then
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minetest.sound_play(list.on_stop, {to_player=player:get_player_name(),gain=SOUNDVOLUME})
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minetest.sound_play(list.on_stop,
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{to_player=player:get_player_name(),gain=SOUNDVOLUME})
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end
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minetest.sound_stop(list.handler[player_name])
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list.handler[player_name] = nil
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end
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end
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-- check sounds that are not in still_playing
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@ -243,11 +289,11 @@ minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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--local t1 = os.clock()
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ambiences = get_ambience(player)
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--print ("[AMBIENCE] "..math.ceil((os.clock() - t1) * 1000).." ms")
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--print ("[TEST] "..math.ceil((os.clock() - t1) * 1000).." ms")
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still_playing(ambiences, player)
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for _,ambience in pairs(ambiences) do
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if math.random(1, 1000) <= ambience.frequency then
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if ambience.on_start and played_on_start == false then
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played_on_start = true
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