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https://github.com/t-affeldt/climate_api.git
synced 2025-07-06 02:10:35 +02:00
Replace weather types with stackable effects
This commit is contained in:
125
lib/main.lua
125
lib/main.lua
@ -1,28 +1,33 @@
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local GSCYCLE = 0
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local temperature = 10
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local humidity = 100
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local wind = vector.new(10, 0, -0.25)
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local GSCYCLE = 0.05
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local RECALCCYCLE = 1
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weather_mod.weathers = {}
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function weather_mod.register_weather(name, weather)
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function weather_mod.register_effect(name, config, override)
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-- TODO: check and sanitize
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weather_mod.weathers[name] = weather
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weather_mod.weathers[name] = {
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config = config,
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override = override,
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sound_handles = {},
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sound_volumes = {}
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}
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end
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function weather_mod.set_weather(name)
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if type(weather_mod.weathers[name]) == nil then
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minetest.log("warning", "[Believable Weather] Weather does not exist")
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return
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-- from https://stackoverflow.com/a/29133654
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local function merge(a, b)
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if type(a) == 'table' and type(b) == 'table' then
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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
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weather_mod.state.current_weather = name
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return a
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end
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local function is_outside(player, wind)
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local ppos = player:getpos()
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local wind_pos = vector.multiply(wind,-1)
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local skylight_pos = vector.add(ppos, vector.new(0, 40, 0))
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local downfall_origin = vector.add(skylight_pos,wind_pos)
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return weather_mod.is_outdoors(player, downfall_origin)
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local function build_effect_config(weather, climate)
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local config = weather.config
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local override = weather.override
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if type(override) == "nil" then
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return config
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end
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local dynamic_config = override(climate)
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return merge(config, dynamic_config)
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end
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local function get_texture(particles)
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@ -34,19 +39,23 @@ end
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local function spawn_particles(player, particles, wind)
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local ppos = player:getpos()
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local wind_pos = vector.multiply(wind,-1)
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local wind_speed = vector.length(wind)
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local wind_pos = vector.multiply(weather_mod.state.wind,-1)
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local wind_speed = vector.length(weather_mod.state.wind)
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local texture = get_texture(particles)
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local minp = vector.add(vector.add(ppos, particles.min_pos),wind_pos)
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local maxp = vector.add(vector.add(ppos, particles.max_pos),wind_pos)
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local vel = {x=wind.x,y=-particles.falling_speed,z=wind.z}
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local acc = {x=0, y=0, z=0}
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local vel = vector.new({
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x=weather_mod.state.wind.x,
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y=-particles.falling_speed,
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z=weather_mod.state.wind.z
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})
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local acc = vector.new({x=0, y=0, z=0})
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local exp = particles.exptime
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local vertical = wind_speed < 3
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local vertical = math.abs(vector.normalize(vel).y) >= 0.6
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minetest.add_particlespawner({
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amount=particles.amount,
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@ -69,62 +78,36 @@ local function spawn_particles(player, particles, wind)
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})
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end
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local sound_handles = {}
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local function play_sound(player, sound)
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local playername = player:get_player_name()
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if not sound_handles[playername] then
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local handle = minetest.sound_play(sound, {
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to_player = playername,
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loop = true
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})
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if handle then
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sound_handles[playername] = handle
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end
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end
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end
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local function stop_sound(player)
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local playername = player:get_player_name()
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if sound_handles[playername] then
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minetest.sound_stop(sound_handles[playername])
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sound_handles[playername] = nil
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end
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end
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local function handle_weather()
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for _, player in ipairs(minetest.get_connected_players()) do
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local ppos = player:getpos()
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weather_mod.set_weather(weather_mod.get_weather(ppos, wind))
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if ppos.y < weather_mod.settings.min_height or ppos.y > weather_mod.settings.max_height then
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return
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end
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local weather = weather_mod.weathers[weather_mod.state.current_weather]
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local clouds = weather.clouds
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clouds.speed = vector.multiply(wind, 2)
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player:set_clouds(clouds)
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weather_mod.set_headwind(player, wind)
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--player:set_clouds({ density = 0.6, color = "#a4a0b6e5", speed = wind })
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local outdoors = is_outside(player, wind)
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if type(weather.particles) ~= "nil" and outdoors then
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spawn_particles(player, weather.particles, wind)
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end
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if type(weather.sound) ~= "nil" and outdoors then
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play_sound(player, weather.sound)
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else
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stop_sound(player)
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local function handle_weather_effects(player)
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local ppos = player:getpos()
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local climate = weather_mod.get_climate(ppos)
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local active_effects = weather_mod.get_effects(climate)
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local sounds = {}
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for _, effect in ipairs(active_effects) do
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local weather = weather_mod.weathers[effect]
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local config = build_effect_config(weather, climate)
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local outdoors = weather_mod.is_outdoors(player)
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if type(config.particles) ~= "nil" and outdoors then
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spawn_particles(player, config.particles, wind)
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end
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if type(config.sound) ~= nil and outdoors then
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sounds[effect] = config.sound
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end
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end
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weather_mod.handle_sounds(player, sounds)
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < GSCYCLE then return end
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for _, player in ipairs(minetest.get_connected_players()) do
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handle_weather_effects(player)
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if timer >= RECALCCYCLE then
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weather_mod.set_clouds(player)
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end
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end
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timer = 0
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handle_weather()
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end)
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