climate_api/lib/main.lua

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local GSCYCLE = 0.05
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local RECALCCYCLE = 0.2
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weather_mod.weathers = {}
function weather_mod.register_effect(name, config, override)
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-- TODO: check and sanitize
weather_mod.weathers[name] = {
config = config,
override = override,
sound_handles = {},
sound_volumes = {}
}
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end
-- from https://stackoverflow.com/a/29133654
local function merge(a, b)
if type(a) == 'table' and type(b) == 'table' then
for k,v in pairs(b) do if type(v)=='table' and type(a[k] or false)=='table' then merge(a[k],v) else a[k]=v end end
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end
return a
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end
local function build_effect_config(weather, climate)
local config = weather.config
local override = weather.override
if type(override) == "nil" then
return config
end
local dynamic_config = override(climate)
return merge(config, dynamic_config)
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end
local function get_texture(particles)
if type(particles.textures) == "nil" or next(particles.textures) == nil then
return particles.texture
end
return particles.textures[math.random(#particles.textures)]
end
local function spawn_particles(player, particles, wind)
local ppos = player:getpos()
local wind_pos = vector.multiply(weather_mod.state.wind,-1)
local wind_speed = vector.length(weather_mod.state.wind)
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local texture = get_texture(particles)
local minp = vector.add(vector.add(ppos, particles.min_pos),wind_pos)
local maxp = vector.add(vector.add(ppos, particles.max_pos),wind_pos)
local vel = vector.new({
x=weather_mod.state.wind.x,
y=-particles.falling_speed,
z=weather_mod.state.wind.z
})
local acc = vector.new({x=0, y=0, z=0})
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local exp = particles.exptime
local vertical = math.abs(vector.normalize(vel).y) >= 0.6
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minetest.add_particlespawner({
amount=particles.amount,
time=0.5,
minpos=minp,
maxpos=maxp,
minvel=vel,
maxvel=vel,
minacc=acc,
maxacc=acc,
minexptime=exp,
maxexptime=exp,
minsize=particles.size,
maxsize=particles.size,
collisiondetection=true,
collision_removal=true,
vertical=vertical,
texture=texture,
player=player:get_player_name()
})
end
local function handle_weather_effects(player)
local ppos = player:getpos()
local climate = weather_mod.get_climate(ppos)
local active_effects = weather_mod.get_effects(climate)
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local environment_flags = {}
local sounds = {}
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for _, effect in ipairs(active_effects) do
local weather = weather_mod.weathers[effect]
local config = build_effect_config(weather, climate)
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local outdoors = weather_mod.is_outdoors(player)
if type(config.particles) ~= "nil" and outdoors then
spawn_particles(player, config.particles, weather_mod.state.wind)
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end
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if type(config.sound) ~= "nil" and outdoors then
sounds[effect] = config.sound
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end
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if type(config.environment) ~= "nil" and outdoors then
for flag, value in pairs(config.environment) do
if value ~= false then
environment_flags[flag] = value
end
end
end
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end
weather_mod.handle_sounds(player, sounds)
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weather_mod.handle_events(player, environment_flags)
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end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < GSCYCLE then return end
for _, player in ipairs(minetest.get_connected_players()) do
handle_weather_effects(player)
if timer >= RECALCCYCLE then
weather_mod.set_clouds(player)
weather_mod.set_headwind(player)
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weather_mod.handle_time_progression()
end
end
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timer = 0
end)