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Fix countless bugs, implement chat commands
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15
README.md
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15
README.md
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@ -0,0 +1,15 @@
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# Climate API
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A powerful engine for weather presets and visual effects
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Use the regional climate to set up different effects for different regions.
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Control where your effects are activated based on temperature, humidity, wind,
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position, light level or a completely custom activator.
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Climate API provides temperature and humidity values on a block-per-block basis
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that follow the seasons, day / night cycle and random changes.
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Make it rain, change the sky or poison the player - it's up to you.
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## Assets in screenshots
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- All screenshots and editing by me: *CC BY-SA (4.0)*
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- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
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- Liberation Fonts (for the text): *OFL*, see https://github.com/liberationfonts/liberation-fonts
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- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
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5
TODO.md
5
TODO.md
@ -27,13 +27,16 @@
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- Make switches between effects more smooth
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- Adjust size of particle boxes based on player speed
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- Ability to register environment conditions dynamically (like the heat)
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- Create conditions for time of day, annual progression, biome filters
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- Let rain extinguish flames
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- Ability to force toggle weather presets on / off with chat commands
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## Future Plans & Ideas
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- Complete season system
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- crops grow better in their respective season or worse in winter
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- regrowing apples, lemons, etc. in their respective months
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- holidays and reminders via chat commands
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- day/night nycle adjusted to season
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- day/night cycle adjusted to season
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- special events like a bloodmoon -> increased mob spawns
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- Fantasy weather effects
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- pretty skyboxes
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@ -24,12 +24,6 @@ end
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local function handle_effect(player_data)
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for playername, data in pairs(player_data) do
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local player = minetest.get_player_by_name(playername)
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local data = player.get_meta()
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local current_size = data.get_float("climate_api:cloud_size")
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local current_speed_x = data.get_float("climate_api:cloud_speed_x")
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local current_speed_z = data.get_float("climate_api:cloud_speed_z")
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local clouds = {}
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for weather, value in pairs(data) do
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clouds.size = accumulate(clouds.size, data.size, function(a, b) return a * b end)
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14
init.lua
14
init.lua
@ -7,11 +7,15 @@ local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local function getBoolSetting(name, default)
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return minetest.is_yes(minetest.settings:get_bool("climate_api_" .. name) or default)
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local value = minetest.settings:get_bool("climate_api_" .. name)
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if type(value) == "nil" then value = default end
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return minetest.is_yes(value)
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end
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local function getNumericSetting(name, default)
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return tonumber(minetest.settings:get("climate_api_" .. name) or default)
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local value = minetest.settings:get("climate_api_" .. name)
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if type(value) == "nil" then value = default end
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return tonumber(value)
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end
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-- load settings from config file
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@ -21,14 +25,19 @@ climate_mod.settings = {
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sound = getBoolSetting("sound", true),
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wind = getBoolSetting("wind", true),
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seasons = getBoolSetting("seasons", true),
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fahrenheit = getBoolSetting("fahrenheit", false),
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heat = getNumericSetting("heat_base", 0),
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humidity = getNumericSetting("humidity_base", 0),
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time_spread = getNumericSetting("time_spread", 1),
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particle_count = getNumericSetting("particle_count", 1)
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}
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-- initiate empty registers
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climate_mod.current_weather = {}
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climate_mod.current_effects = {}
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climate_mod.weathers = {}
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climate_mod.effects = {}
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climate_mod.cycles = {}
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-- import core API
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climate_mod.state = dofile(modpath .. "/lib/datastorage.lua")
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@ -38,6 +47,7 @@ climate_api.environment = dofile(modpath .. "/lib/environment.lua")
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climate_mod.world = dofile(modpath .. "/lib/world.lua")
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climate_mod.trigger = dofile(modpath .. "/lib/trigger.lua")
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dofile(modpath.."/lib/main.lua")
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dofile(modpath.."/lib/commands.lua")
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-- import predefined environment effects
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dofile(modpath .. "/ca_effects/particles.lua")
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@ -5,10 +5,6 @@ api.DEFAULT_CYCLE = 0.1 -- for most effect types
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api.MEDIUM_CYCKE = 2.0 -- for ressource intensive tasks
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api.LONG_CYCLE = 5.0 -- for write operations and skybox changes
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climate_mod.weathers = {}
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climate_mod.effects = {}
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climate_mod.cycles = {}
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function api.register_weather(name, conditions, effects)
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-- TODO: check and sanitize
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climate_mod.weathers[name] = {
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89
lib/commands.lua
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89
lib/commands.lua
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@ -0,0 +1,89 @@
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local function parse_heat(heat)
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local indicator = "°F"
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if not climate_mod.settings.fahrenheit then
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heat = (heat - 32) * 5 / 9
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indicator = "°C"
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end
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heat = math.floor(heat * 100) / 100
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return heat .. indicator
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end
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minetest.register_privilege("weather", {
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description = "Make changes to the current weather",
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give_to_singleplayer = false
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})
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minetest.register_chatcommand("weather", {
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description ="Display weather information",
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func = function(playername)
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local player = minetest.get_player_by_name(playername)
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local ppos = player:get_pos()
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local weathers = climate_api.environment.get_weather_presets(player)
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local effects = climate_api.environment.get_effects(player)
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local heat = climate_api.environment.get_heat(ppos)
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local humidity = math.floor(climate_api.environment.get_humidity(ppos) * 100) / 100
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local msg = ""
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if #weathers > 0 then
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msg = msg .. "The following weather presets are active for you: "
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for _, weather in ipairs(weathers) do
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msg = msg .. weather .. ", "
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end
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msg = msg:sub(1, #msg-2) .. "\n"
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else
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msg = msg .. "Your sky is clear. No weather presets are currently active.\n"
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end
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if #effects > 0 then
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msg = msg .. "As a result, the following environment effects are applied: "
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for _, effect in ipairs(effects) do
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msg = msg .. effect .. ", "
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end
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msg = msg:sub(1, #msg-2) .. "\n"
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end
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local heat_desc
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if heat > 80 then heat_desc = "scorching"
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elseif heat > 50 then heat_desc = "pleasant"
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else heat_desc = "chilly" end
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msg = msg .. "It is a " .. heat_desc .. " " .. parse_heat(heat) .. " right now and "
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msg = msg .. "humidity is at " .. humidity .. "%.\n"
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minetest.chat_send_player(playername, msg)
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end
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})
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minetest.register_chatcommand("set_heat", {
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params = "<heat>",
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description = "Override the weather algorithm's base heat",
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privs = { weather = true },
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func = function(playername, param)
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if param == nil or param == "" then
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minetest.chat_send_player(playername, "Provide a number to modify the base heat")
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return
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end
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climate_mod.settings.heat = tonumber(param)
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minetest.chat_send_player(playername, "Heat changed")
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end
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})
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minetest.register_chatcommand("set_humidity", {
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params = "<humidity>",
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description = "Override the weather algorithm's base humidity",
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privs = { weather = true },
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func = function(playername, param)
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if param == nil or param == "" then
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minetest.chat_send_player(playername, "Provide a number to modify the base humidity")
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return
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end
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climate_mod.settings.humidity = tonumber(param)
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minetest.chat_send_player(playername, "Humidity changed")
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end
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})
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minetest.register_chatcommand("weather_settings", {
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description = "Print the active Climate API configuration",
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privs = { weather = true },
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func = function(playername)
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minetest.chat_send_player(playername, "Current Settings\n================")
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for setting, value in pairs(climate_mod.settings) do
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minetest.chat_send_player(playername, dump2(value, setting))
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end
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end
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})
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@ -41,4 +41,22 @@ function environment.get_humidity(pos)
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return (base + biome * 0.7 + random_base * 0.3) * random
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end
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function environment.get_weather_presets(player)
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local pname = player:get_player_name()
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local weathers = climate_mod.current_weather[pname]
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if type(weathers) == "nil" then weathers = {} end
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return weathers
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end
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function environment.get_effects(player)
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local pname = player:get_player_name()
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local effects = {}
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for effect, players in pairs(climate_mod.current_effects) do
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if type(players[pname]) ~= "nil" then
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table.insert(effects, effect)
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end
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end
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return effects
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end
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return environment
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@ -16,12 +16,14 @@ minetest.register_globalstep(function(dtime)
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climate_mod.world.update_status(noise_timer)
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end
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local effects = climate_mod.trigger.get_active_effects()
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climate_mod.current_effects = climate_mod.trigger.get_active_effects()
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for name, effect in pairs(climate_mod.effects) do
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if climate_mod.cycles[name].timespan < climate_mod.cycles[name].timer + dtime then
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climate_mod.cycles[name].timer = 0
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climate_mod.trigger.call_handlers(name, effects[name])
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climate_mod.trigger.call_handlers(name, climate_mod.current_effects[name])
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else
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climate_mod.cycles[name].timer = climate_mod.cycles[name].timer + dtime
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end
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end
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end)
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@ -43,10 +43,19 @@ local function is_weather_active(player, weather_config, env)
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end
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local function get_weather_effects(player, weather_config, env)
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local config = {}
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local effects = {}
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if type(weather_config.effects) == "function" then
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return weather_config.effects(env)
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config = weather_config.effects(env)
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else
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config = weather_config.effects
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end
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return weather_config.effects
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for effect, value in pairs(config) do
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if type(climate_mod.effects[effect]) ~= "nil" then
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effects[effect] = value
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end
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end
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return effects
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end
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function trigger.get_active_effects()
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@ -56,11 +65,16 @@ function trigger.get_active_effects()
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end
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local effects = {}
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climate_mod.current_weather = {}
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for wname, wconfig in pairs(climate_mod.weathers) do
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for _, player in ipairs(minetest.get_connected_players()) do
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local pname = player:get_player_name()
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local env = environments[pname]
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if is_weather_active(player, wconfig, env) then
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if type(climate_mod.current_weather[pname]) == "nil" then
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climate_mod.current_weather[pname] = {}
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end
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table.insert(climate_mod.current_weather[pname], wname)
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local player_effects = get_weather_effects(player, wconfig, env)
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for effect, value in pairs(player_effects) do
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if type(effects[effect]) == "nil" then
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18
mod.conf
18
mod.conf
@ -4,14 +4,14 @@ author = TestificateMods
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release = 1
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optional_depends = skylayer, player_monoids, playerphysics
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description = """
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A powerful engine for weather presets and visual effects.
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Use the regional climate to set up different effects for different regions.
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Control where your effects are activated based on temperature, humidity, wind,
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position, light level or a completely custom activator.
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Climate API provides temperature and humidity values on a block-per-block basis
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that follow the seasons, day / night cycle and random changes.
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Make it rain, change the sky or poison the player - it's up to you.
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A powerful engine for weather presets and visual effects.
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Use the regional climate to set up different effects for different regions.
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Control where your effects are activated based on temperature, humidity, wind,
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position, light level or a completely custom activator.
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Climate API provides temperature and humidity values on a block-per-block basis
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that follow the seasons, day / night cycle and random changes.
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Make it rain, change the sky or poison the player - it's up to you.
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Climate API requires additional weather packs in order to function.
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Try regional_weather for the best experience.
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Climate API requires additional weather packs in order to function.
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Try regional_weather for the best experience.
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"""
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BIN
screenshot.png
BIN
screenshot.png
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Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.3 MiB |
@ -7,4 +7,5 @@ climate_api_seasons (Change global temperature based on an annual cycle) bool tr
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climate_api_heat_base (Global base temperature) float 0
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climate_api_humidity_base (Global base humidity) float 0
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climate_api_time_spread (Regulates how quickly the weather changes) float 1 0.1 10
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climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2
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climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2
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climate_api_fahrenheit (Show degrees in Fahrenheit instead of Celsius) bool false
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