Replace weather types with stackable effects

This commit is contained in:
Till Affeldt
2020-04-09 18:31:52 +02:00
parent f16171cfd7
commit 3581ad71cb
20 changed files with 409 additions and 271 deletions

View File

@ -1,28 +1,33 @@
local GSCYCLE = 0
local temperature = 10
local humidity = 100
local wind = vector.new(10, 0, -0.25)
local GSCYCLE = 0.05
local RECALCCYCLE = 1
weather_mod.weathers = {}
function weather_mod.register_weather(name, weather)
function weather_mod.register_effect(name, config, override)
-- TODO: check and sanitize
weather_mod.weathers[name] = weather
weather_mod.weathers[name] = {
config = config,
override = override,
sound_handles = {},
sound_volumes = {}
}
end
function weather_mod.set_weather(name)
if type(weather_mod.weathers[name]) == nil then
minetest.log("warning", "[Believable Weather] Weather does not exist")
return
-- 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
end
weather_mod.state.current_weather = name
return a
end
local function is_outside(player, wind)
local ppos = player:getpos()
local wind_pos = vector.multiply(wind,-1)
local skylight_pos = vector.add(ppos, vector.new(0, 40, 0))
local downfall_origin = vector.add(skylight_pos,wind_pos)
return weather_mod.is_outdoors(player, downfall_origin)
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)
end
local function get_texture(particles)
@ -34,19 +39,23 @@ end
local function spawn_particles(player, particles, wind)
local ppos = player:getpos()
local wind_pos = vector.multiply(wind,-1)
local wind_speed = vector.length(wind)
local wind_pos = vector.multiply(weather_mod.state.wind,-1)
local wind_speed = vector.length(weather_mod.state.wind)
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 = {x=wind.x,y=-particles.falling_speed,z=wind.z}
local acc = {x=0, y=0, z=0}
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})
local exp = particles.exptime
local vertical = wind_speed < 3
local vertical = math.abs(vector.normalize(vel).y) >= 0.6
minetest.add_particlespawner({
amount=particles.amount,
@ -69,62 +78,36 @@ local function spawn_particles(player, particles, wind)
})
end
local sound_handles = {}
local function play_sound(player, sound)
local playername = player:get_player_name()
if not sound_handles[playername] then
local handle = minetest.sound_play(sound, {
to_player = playername,
loop = true
})
if handle then
sound_handles[playername] = handle
end
end
end
local function stop_sound(player)
local playername = player:get_player_name()
if sound_handles[playername] then
minetest.sound_stop(sound_handles[playername])
sound_handles[playername] = nil
end
end
local function handle_weather()
for _, player in ipairs(minetest.get_connected_players()) do
local ppos = player:getpos()
weather_mod.set_weather(weather_mod.get_weather(ppos, wind))
if ppos.y < weather_mod.settings.min_height or ppos.y > weather_mod.settings.max_height then
return
end
local weather = weather_mod.weathers[weather_mod.state.current_weather]
local clouds = weather.clouds
clouds.speed = vector.multiply(wind, 2)
player:set_clouds(clouds)
weather_mod.set_headwind(player, wind)
--player:set_clouds({ density = 0.6, color = "#a4a0b6e5", speed = wind })
local outdoors = is_outside(player, wind)
if type(weather.particles) ~= "nil" and outdoors then
spawn_particles(player, weather.particles, wind)
end
if type(weather.sound) ~= "nil" and outdoors then
play_sound(player, weather.sound)
else
stop_sound(player)
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)
local sounds = {}
for _, effect in ipairs(active_effects) do
local weather = weather_mod.weathers[effect]
local config = build_effect_config(weather, climate)
local outdoors = weather_mod.is_outdoors(player)
if type(config.particles) ~= "nil" and outdoors then
spawn_particles(player, config.particles, wind)
end
if type(config.sound) ~= nil and outdoors then
sounds[effect] = config.sound
end
end
weather_mod.handle_sounds(player, sounds)
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)
end
end
timer = 0
handle_weather()
end)