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

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@ -3,6 +3,6 @@
- Thunder sound and puddle texture DWYWPL by Don, Nathan from mymonths at https://github.com/minetest-mods/mymonths - Thunder sound and puddle texture DWYWPL by Don, Nathan from mymonths at https://github.com/minetest-mods/mymonths
- Snow cover texture WTFPL, taken from mymonths - Snow cover texture WTFPL, taken from mymonths
- Rain texture CC-BY-SA 3.0 from TeddyDesTodes, taken from his weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather - Rain texture CC-BY-SA 3.0 from TeddyDesTodes, taken from his weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
- Snow flake textures CC BY-SA (3.0) by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift - Snow flake and rain drop textures CC BY-SA (3.0) by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
- Snow texture composited from individual snow flakes by paramat. CC-BY-SA (3.0) - Snow texture composited from individual snow flakes by paramat. CC-BY-SA (3.0)
- Wind sound CC-BY (3.0) by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/ - Wind sound CC-BY (3.0) by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/

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@ -34,21 +34,23 @@ weather_mod.settings = {
} }
weather_mod.state = { weather_mod.state = {
current_weather = weather_mod.modname .. ":snowstorm",
heat = 1, heat = 1,
humidity = 1 humidity = 1,
wind = vector.new(0, 0, -0.25)
} }
-- import core API -- import core API
dofile(weather_mod.modpath.."/lib/player.lua") dofile(weather_mod.modpath.."/lib/player.lua")
dofile(weather_mod.modpath.."/lib/environment.lua") dofile(weather_mod.modpath.."/lib/environment.lua")
dofile(weather_mod.modpath.."/lib/wind.lua")
dofile(weather_mod.modpath.."/lib/lightning.lua") dofile(weather_mod.modpath.."/lib/lightning.lua")
dofile(weather_mod.modpath.."/lib/main.lua") dofile(weather_mod.modpath.."/lib/main.lua")
dofile(weather_mod.modpath.."/lib/commands.lua")
-- import individual weather types -- import individual weather types
dofile(weather_mod.modpath.."/weathers/clear.lua")
dofile(weather_mod.modpath.."/weathers/rain.lua") dofile(weather_mod.modpath.."/weathers/rain.lua")
dofile(weather_mod.modpath.."/weathers/rainstorm.lua") dofile(weather_mod.modpath.."/weathers/rain_heavy.lua")
dofile(weather_mod.modpath.."/weathers/snow.lua") dofile(weather_mod.modpath.."/weathers/snow.lua")
dofile(weather_mod.modpath.."/weathers/snowstorm.lua") dofile(weather_mod.modpath.."/weathers/snow_heavy.lua")
dofile(weather_mod.modpath.."/weathers/storm.lua")
dofile(weather_mod.modpath.."/weathers/sandstorm.lua") dofile(weather_mod.modpath.."/weathers/sandstorm.lua")

87
lib/commands.lua Normal file
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@ -0,0 +1,87 @@
minetest.register_privilege("weather", {
description = "Change the weather",
give_to_singleplayer = false
})
-- Force a weather effect to override environment
minetest.register_chatcommand("set_weather", {
params = "<weather>",
description = "Set weather to a registered type of effect\
show all types when no parameters are given", -- full description
privs = {weather = true},
func = function(name, param)
if param == nil or param == "" or param == "?" then
local types="auto"
for i,_ in pairs(weather_mod.weathers) do
types=types..", "..i
end
minetest.chat_send_player(name, "avalible weather types: "..types)
else
if type(weather_mod.weathers[param]) == "nil" and param ~= "auto" then
minetest.chat_send_player(name, "This type of weather is not registered.\n"..
"To list all types of weather run the command without parameters.")
else
weather_mod.state.current_weather = param
end
end
end
})
-- Set wind speed and direction
minetest.register_chatcommand("set_wind", {
params = "<weather>",
description = "Set wind to the given x,z direction", -- full description
privs = {weather = true},
func = function(name, param)
if param==nil or param=="" then
minetest.chat_send_player(name, "please provide two comma seperated numbers")
return
end
local x,z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)$")
x=tonumber(x)
z=tonumber(z)
if x and z then
weather_mod.state.wind = vector.new(x,0,z)
else
minetest.chat_send_player(name, param.." are not two comma seperated numbers")
end
end
})
-- Set base value of global heat level
minetest.register_chatcommand("set_heat", {
params = "<weather>",
description = "Set base value of global heat level", -- full description
privs = {weather = true},
func = function(name, param)
if param==nil or param=="" then
minetest.chat_send_player(name, "please provide a heat value")
return
end
v = tonumber(param)
if v then
weather_mod.state.heat = v
else
minetest.chat_send_player(name, param.." is not a valid heat level")
end
end
})
-- Set base value of global humidity level
minetest.register_chatcommand("set_humidity", {
params = "<weather>",
description = "Set base value of global humidity level", -- full description
privs = {weather = true},
func = function(name, param)
if param==nil or param=="" then
minetest.chat_send_player(name, "please provide a humidity value")
return
end
v = tonumber(param)
if v then
weather_mod.state.humidity = v
else
minetest.chat_send_player(name, param.." is not a valid humidity level")
end
end
})

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@ -13,50 +13,47 @@ function weather_mod.get_humidity(pos)
return (base + biome) * random return (base + biome) * random
end end
function weather_mod.get_climate(pos)
local climate = {pos = pos}
climate.heat = weather_mod.get_heat(pos)
climate.humidity = weather_mod.get_humidity(pos)
climate.windspeed = vector.length(weather_mod.state.wind)
return climate
end
local function is_acceptable_weather_param(value, attr, config) local function is_acceptable_weather_param(value, attr, config)
local min = config.conditions["min_" .. attr] or -10000 local min = config.conditions["min_" .. attr] or -math.huge
local max = config.conditions["max_" .. attr] or math.huge local max = config.conditions["max_" .. attr] or math.huge
minetest.log(attr .. ": " .. value .. " <=> " .. min .. "," .. max)
return value > min and value <= max return value > min and value <= max
end end
function weather_mod.get_weather(pos, wind) function weather_mod.get_effects(climate)
local forced_weather = weather_mod.state.current_weather
if type(forced_weather) ~= nil and forced_weather ~= "auto" then
return { forced_weather }
end
local params = {} local params = {}
params.heat = weather_mod.get_heat(pos) params.heat = climate.heat
params.humidity = weather_mod.get_humidity(pos) params.humidity = climate.humidity
params.windspeed = vector.length(wind) params.windspeed = vector.length(weather_mod.state.wind)
minetest.log(params.heat .. ", " .. params.humidity .. ", " .. params.windspeed) params.height = climate.pos.y
local weather local effects = {}
local priority = -1 local attributes = { "heat", "humidity", "windspeed", "height" }
local attributes = { "heat", "humidity", "windspeed" } for name, effect in pairs(weather_mod.weathers) do
for name, config in pairs(weather_mod.weathers) do if type(effect.config.conditions) == "nil" then
minetest.log(dump2(priority, "p")) table.insert(effects, name)
if type(priority) ~= "nil" and config.priority < priority then goto continue
minetest.log("skipped " .. name) end
elseif type(config.conditions) == "nil" then
weather = name
priority = config.priority
minetest.log("selected (nil) " .. name)
else
local check = true
for _, attr in ipairs(attributes) do for _, attr in ipairs(attributes) do
if not is_acceptable_weather_param(params[attr], attr, config) then if not is_acceptable_weather_param(params[attr], attr, effect.config) then
check = false goto continue
end end
end end
if check then table.insert(effects, name)
weather = name ::continue::
priority = config.priority
minetest.log("selected " .. name)
end end
end minetest.log(dump2(effects, "effects"))
end return effects
if type(weather) == "nil" then
minetest.log("error", "[Believable Weather] No default weather registered")
end
minetest.log(weather)
return weather
end end

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@ -1,28 +1,33 @@
local GSCYCLE = 0 local GSCYCLE = 0.05
local temperature = 10 local RECALCCYCLE = 1
local humidity = 100
local wind = vector.new(10, 0, -0.25)
weather_mod.weathers = {} weather_mod.weathers = {}
function weather_mod.register_weather(name, weather) function weather_mod.register_effect(name, config, override)
-- TODO: check and sanitize -- TODO: check and sanitize
weather_mod.weathers[name] = weather weather_mod.weathers[name] = {
config = config,
override = override,
sound_handles = {},
sound_volumes = {}
}
end end
function weather_mod.set_weather(name) -- from https://stackoverflow.com/a/29133654
if type(weather_mod.weathers[name]) == nil then local function merge(a, b)
minetest.log("warning", "[Believable Weather] Weather does not exist") if type(a) == 'table' and type(b) == 'table' then
return 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 end
weather_mod.state.current_weather = name return a
end end
local function is_outside(player, wind) local function build_effect_config(weather, climate)
local ppos = player:getpos() local config = weather.config
local wind_pos = vector.multiply(wind,-1) local override = weather.override
local skylight_pos = vector.add(ppos, vector.new(0, 40, 0)) if type(override) == "nil" then
local downfall_origin = vector.add(skylight_pos,wind_pos) return config
return weather_mod.is_outdoors(player, downfall_origin) end
local dynamic_config = override(climate)
return merge(config, dynamic_config)
end end
local function get_texture(particles) local function get_texture(particles)
@ -34,19 +39,23 @@ end
local function spawn_particles(player, particles, wind) local function spawn_particles(player, particles, wind)
local ppos = player:getpos() local ppos = player:getpos()
local wind_pos = vector.multiply(wind,-1) local wind_pos = vector.multiply(weather_mod.state.wind,-1)
local wind_speed = vector.length(wind) local wind_speed = vector.length(weather_mod.state.wind)
local texture = get_texture(particles) local texture = get_texture(particles)
local minp = vector.add(vector.add(ppos, particles.min_pos),wind_pos) 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 maxp = vector.add(vector.add(ppos, particles.max_pos),wind_pos)
local vel = {x=wind.x,y=-particles.falling_speed,z=wind.z} local vel = vector.new({
local acc = {x=0, y=0, z=0} 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 exp = particles.exptime
local vertical = wind_speed < 3 local vertical = math.abs(vector.normalize(vel).y) >= 0.6
minetest.add_particlespawner({ minetest.add_particlespawner({
amount=particles.amount, amount=particles.amount,
@ -69,62 +78,36 @@ local function spawn_particles(player, particles, wind)
}) })
end end
local sound_handles = {} local function handle_weather_effects(player)
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() local ppos = player:getpos()
weather_mod.set_weather(weather_mod.get_weather(ppos, wind)) local climate = weather_mod.get_climate(ppos)
local active_effects = weather_mod.get_effects(climate)
local sounds = {}
if ppos.y < weather_mod.settings.min_height or ppos.y > weather_mod.settings.max_height then for _, effect in ipairs(active_effects) do
return 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 end
if type(config.sound) ~= nil and outdoors then
local weather = weather_mod.weathers[weather_mod.state.current_weather] sounds[effect] = config.sound
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)
end end
end end
weather_mod.handle_sounds(player, sounds)
end end
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
timer = timer + dtime timer = timer + dtime
if timer < GSCYCLE then return end 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 timer = 0
handle_weather()
end) end)

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@ -27,46 +27,58 @@ function weather_mod.remove_physics(player, effect)
end end
end end
-- function taken from weather mod function weather_mod.is_outdoors(player)
-- see https://github.com/theFox6/minetest_mod_weather/blob/master/weather/api.lua#L110
local function raycast(player, origin)
local hitpos = vector.add(player:get_pos(),vector.new(0,1,0))
local ray = minetest.raycast(origin,hitpos)
local o = ray:next()
if not o then return false end
if o.type~="object" then return false end -- hit node or something
if not o.ref:is_player() then return false end -- hit different object
if o.ref:get_player_name() ~= player:get_player_name() then
return false --hit other player
end
o = ray:next()
if o then
minetest.log("warning","[Believable Weather] raycast hit more after hitting the player\n"..
dump2(o,"o"))
end
return true
end
local function check_light(player)
return minetest.get_node_light(player:getpos(), 0.5) == 15 return minetest.get_node_light(player:getpos(), 0.5) == 15
end end
function weather_mod.is_outdoors(player, origin) function weather_mod.set_clouds(player)
if weather_mod.settings.raycasting then if not weather_mod.settings.skybox then
return raycast(player, origin) return
else end
return check_light(player) local ppos = player:get_pos()
local humidity = weather_mod.get_humidity(ppos) / 200
local clouds = {}
clouds.speed = vector.multiply(weather_mod.state.wind, 2)
clouds.color = "#fff0f0c5"
clouds.density = math.max(math.min(humidity, 0.1), 0.9)
player:set_clouds(clouds)
end
function weather_mod.play_sound(player, effect)
local playername = player:get_player_name()
if not effect.sound_handles[playername] then
local handle = minetest.sound_play(effect.config.sound, {
to_player = playername,
loop = true
})
if handle then
effect.sound_handles[playername] = handle
effect.sound_volumes[playername] = effect.config.sound.gain or 1
end
end end
end end
function weather_mod.set_headwind(player, wind) function weather_mod.stop_sound(player, effect)
local movement = vector.normalize(player:get_player_velocity()) local playername = player:get_player_name()
local product = vector.dot(movement, wind) if effect.sound_handles[playername] then
-- logistic function, scales between 0 and 2 minetest.sound_stop(effect.sound_handles[playername])
-- see https://en.wikipedia.org/wiki/Logistic_function effect.sound_handles[playername] = nil
local L = 2 -- maximum value effect.sound_volumes[playername] = nil
local k = 0.1 -- growth rate end
local z = 1 -- midpoint end
local factor = L / (1 + math.exp(-k * (product - z)))
weather_mod.add_physics(player, "speed", factor) function weather_mod.handle_sounds(player, sounds)
local playername = player:get_player_name()
for name, effect in pairs(weather_mod.weathers) do
if type(effect.sound_handles[playername]) == "nil" and type(sounds[name]) ~= "nil" then
weather_mod.play_sound(player, effect)
elseif type(effect.sound_handles[playername]) ~= "nil" and type(sounds[name]) == "nil" then
weather_mod.stop_sound(player, effect)
elseif type(effect.sound_handles[playername]) ~= "nil" and type(sounds[name]) ~= "nil" then
local volume = sounds[name].gain or 1
if effect.sound_volumes[playername] ~= volume then
minetest.sound_fade(effect.sound_handles[playername], 1, volume)
end
end
end
end end

8
lib/wind.lua Normal file
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@ -0,0 +1,8 @@
function weather_mod.set_headwind(player, wind)
local movement = vector.normalize(player:get_player_velocity())
local product = vector.dot(movement, wind)
-- logistic function, scales between 0.5 and 1.5
-- see https://en.wikipedia.org/wiki/Logistic_function
local factor = 1 / (1 + math.exp(-0.1 * (product - 0.5))) + 0.5
weather_mod.add_physics(player, "speed", factor)
end

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@ -1,12 +0,0 @@
local name = weather_mod.modname .. ":clear"
local weather = {
priority = 0
}
weather.clouds = {
density = 0.3,
color = "#fff0f0c5"
}
weather_mod.register_weather(name, weather)

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@ -1,30 +1,48 @@
local name = weather_mod.modname .. ":rain" local name = weather_mod.modname .. ":rain"
local weather = { local config = {}
priority = 10,
config.environment = {
spawn_puddles = true, spawn_puddles = true,
wetten_farmland = true, wetten_farmland = true
sound = "weather_rain1"
} }
weather.particles = { config.sound = {
name = "weather_rain",
gain = 1
}
config.particles = {
min_pos = {x=-9, y=7, z=-9}, min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9}, max_pos = {x= 9, y=7, z= 9},
falling_speed=10, falling_speed=10,
amount=20, amount=40,
exptime=0.8, exptime=0.8,
size=25, size=1,
texture="weather_rain.png" texture = "weather_raindrop.png"
} }
weather.clouds = { config.conditions = {
density = 0.5, min_height = weather_mod.settings.min_height,
color = "#a4a0b6e5" max_height = weather_mod.settings.max_height,
}
weather.conditions = {
min_heat = 30, min_heat = 30,
min_humidity = 40 min_humidity = 40,
max_humidity = 60
} }
weather_mod.register_weather(name, weather) local function override(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local dynamic_config = {
sound = {
gain = math.min(intensity, 1.2)
},
particles = {
amount = 20 * math.min(intensity, 1.5),
falling_speed = 10 / math.min(intensity, 1.3)
}
}
return dynamic_config
end
weather_mod.register_effect(name, config, override)

33
weathers/rain_heavy.lua Normal file
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@ -0,0 +1,33 @@
local name = weather_mod.modname .. ":rain_heavy"
local config = {}
config.environment = {
spawn_puddles = true,
wetten_farmland = true,
lightning = true
}
config.sound = {
name = "weather_rain",
gain = 1
}
config.particles = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=10,
amount=20,
exptime=0.8,
size=25,
texture="weather_rain.png"
}
config.conditions = {
min_height = weather_mod.settings.min_height,
max_height = weather_mod.settings.max_height,
min_heat = 30,
min_humidity = 60
}
weather_mod.register_effect(name, config)

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@ -1,33 +0,0 @@
local name = weather_mod.modname .. ":rainstorm"
local weather = {
priority = 30,
damage = true,
spawn_puddles = true,
wetten_farmland = true,
lightning = true,
sound = "weather_rain2"
}
weather.particles = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=10,
amount=25,
exptime=0.8,
size=25,
texture="weather_rain.png"
}
weather.clouds = {
density = 0.7,
color = "#a4a0b6f5"
}
weather.conditions = {
min_heat = 30,
min_humidity = 60,
min_windspeed = 5
}
weather_mod.register_weather(name, weather)

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@ -1,12 +1,12 @@
local name = weather_mod.modname .. ":sandstorm" local name = weather_mod.modname .. ":sandstorm"
local weather = { local config = {}
priority = 50,
damage = true, config.environment = {
sound = "weather_wind" damage = true
} }
weather.particles = { config.particles = {
min_pos = {x=-9, y=-5, z=-9}, min_pos = {x=-9, y=-5, z=-9},
max_pos = {x= 9, y= 5, z= 9}, max_pos = {x= 9, y= 5, z= 9},
falling_speed=1, falling_speed=1,
@ -16,15 +16,12 @@ weather.particles = {
texture="weather_sand.png" texture="weather_sand.png"
} }
weather.clouds = { config.conditions = {
density = 0.3, min_height = weather_mod.settings.min_height,
color = "#a4a0b685" max_height = weather_mod.settings.max_height,
}
weather.conditions = {
min_heat = 50, min_heat = 50,
max_humidity = 25, max_humidity = 25,
min_windspeed = 6 min_windspeed = 6
} }
weather_mod.register_weather(name, weather) weather_mod.register_effect(name, config)

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@ -1,32 +1,46 @@
local name = weather_mod.modname .. ":snow" local name = weather_mod.modname .. ":snow"
local weather = { local config = {}
priority = 20,
config.environment = {
spawn_snow = true spawn_snow = true
} }
weather.particles = { config.particles = {
min_pos = {x=-20, y= 3, z=-20}, min_pos = {x=-20, y= 3, z=-20},
max_pos = {x= 20, y=12, z= 20}, max_pos = {x= 20, y=12, z= 20},
falling_speed=1, falling_speed=1,
amount=50, amount=40,
exptime=15, exptime=8,
size=1, size=1,
textures = {} textures = {}
} }
for i = 1,12,1 do for i = 1,12,1 do
weather.particles.textures[i] = "weather_snowflake" .. i .. ".png" config.particles.textures[i] = "weather_snowflake" .. i .. ".png"
end end
weather.clouds = { config.conditions = {
density = 0.5, min_height = weather_mod.settings.min_height,
color = "#a4a0b6e5" max_height = weather_mod.settings.max_height,
max_heat = 40,
min_humidity = 40,
max_humidity = 55
} }
weather.conditions = { local function override(params)
max_heat = 30, local avg_humidity = 40
min_humidity = 40 local intensity = params.humidity / avg_humidity
} local dynamic_config = {
sound = {
gain = math.min(intensity, 1.2)
},
particles = {
amount = 50 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
}
return dynamic_config
end
weather_mod.register_weather(name, weather) weather_mod.register_effect(name, config, override)

41
weathers/snow_heavy.lua Normal file
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local name = weather_mod.modname .. ":snow_heavy"
local config = {}
config.environment = {
spawn_snow = true
}
config.particles = {
min_pos = {x=-12, y= 5, z=-12},
max_pos = {x= 12, y=9, z= 12},
falling_speed=1,
amount=1,
exptime=8,
size=12,
texture="weather_snow.png"
}
config.conditions = {
min_height = weather_mod.settings.min_height,
max_height = weather_mod.settings.max_height,
max_heat = 40,
min_humidity = 55
}
local function override(params)
local avg_humidity = 55
local intensity = params.humidity / avg_humidity
local dynamic_config = {
sound = {
gain = math.min(intensity, 1.2)
},
particles = {
amount = 50 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
}
return dynamic_config
end
weather_mod.register_effect(name, config, override)

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local name = weather_mod.modname .. ":snowstorm"
local weather = {
priority = 40,
damage = true,
lightning = true,
spawn_snow = true,
sound = "weather_wind"
}
weather.particles = {
min_pos = {x=-9, y=-5, z=-9},
max_pos = {x= 9, y= 5, z= 9},
falling_speed=1.5,
amount=70,
exptime=6,
size=1,
textures = {}
}
for i = 1,12,1 do
weather.particles.textures[i] = "weather_snowflake" .. i .. ".png"
end
weather.clouds = {
density = 0.7,
color = "#a4a0b6f5"
}
weather.conditions = {
max_heat = 30,
min_humidity = 60,
min_windspeed = 5
}
weather_mod.register_weather(name, weather)

27
weathers/storm.lua Normal file
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local name = weather_mod.modname .. ":storm"
local config = {}
config.sound = {
name = "weather_wind",
gain = 1
}
config.conditions = {
min_height = weather_mod.settings.min_height,
max_height = weather_mod.settings.max_height,
min_windspeed = 5
}
local function override(params)
local avg_windspeed = 6
local intensity = params.windspeed / avg_windspeed
local dynamic_config = {
sound = {
gain = math.min(intensity, 1.2)
}
}
return dynamic_config
end
weather_mod.register_effect(name, config, override)