mirror of
https://github.com/t-affeldt/climate_api.git
synced 2024-12-22 17:00:36 +01:00
Move damage effect to API, add advanced damage checks, add dewpoint influence
This commit is contained in:
parent
9e0ed0c256
commit
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@ -57,8 +57,13 @@ Lower values can possible increase performance.
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- ``Dynamically modify nodes`` (default true):
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If set to true, weather packs are allowed to register node update handlers.
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These can be used to dynamically place snow layers, melt ice, or hydrate soil.
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- ``Include wind speed in damage checks`` (default true):
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If set to true, Climate API will factor in wind speed and obstacles to determine damage sources.
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If set to false, a simple check will be used whether the player is outside.
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### Visuals
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### Weather Effects
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- ``Cause player damage`` (default true):
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If set to true, dangerous weather presets will damage affected players over time.
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- ``Show particle effects`` (default true):
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If set to true, weather effects (like rain) are allowed to render particles.
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Deactivating this feature will prevent some presets from being visible.
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84
ca_effects/damage.lua
Normal file
84
ca_effects/damage.lua
Normal file
@ -0,0 +1,84 @@
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--[[
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# Player Damage Effect
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Use this effect to damage a player during dangerous weather events.
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Expects a table as the parameter containing the following values:
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- value <int> [1]: The amount of damage to be applied per successful roll.
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- chance <int> [1]: Defines a 1/x roll per cycle for the player to get damaged. Higher values result in less frequent damage.
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- check <table> [nil]: Use an additional outdoors check before applying damage. Consists of the following values:
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- type <"light"|"raycast"> ["light"] (Whether the light level should be used a raycast should be performed)
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- height <number> [0] (Height offset of weather origin from the player. Only used for raycasts)
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- velocity <number> [1] (Velocity of damaging particles. Only used for raycasts)
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- use_wind <bool> [true] (Whether the wind should be factored in. Only used for raycasts)
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]]
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if not minetest.is_yes(minetest.settings:get_bool("enable_damage"))
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or not climate_mod.settings.damage then return end
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local EFFECT_NAME = "climate_api:damage"
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local rng = PcgRandom(7819792)
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local function check_hit(player, ray)
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local ppos = vector.add(player:get_pos(), {x=0, y=1, z=0})
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if ray.type ~= nil and ray.type ~= "light" and ray.type ~= "raycast" then
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minetest.log("warning", "[Climate API] Invalid damage check configuration")
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return false
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end
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-- use light level if specified or in performance mode
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if ray.type == nil
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or ray.type == "light"
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or not climate_mod.settings.raycast then
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return minetest.get_node_light(ppos, 0.5) == 15
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end
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-- use raycating to factor in wind speed
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local origin = vector.add(ppos, {x = 0, y = ray.height or 0, z = 0 })
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if ray.use_wind ~= false then
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local wind = climate_api.environment.get_wind()
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local velocity = ray.velocity or 1
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local windpos = vector.multiply(
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vector.normalize(vector.add({ x = 0, y = -velocity, z = 0 }, wind)),
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-vector.length(wind)
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)
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origin = vector.add(origin, windpos)
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end
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local ray = minetest.raycast(origin, ppos)
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local obj = ray:next()
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-- found nothing
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if obj == nil then return false end
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-- found node
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if obj.type ~= "object" then return false end
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-- found different entity
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if not obj.ref:is_player() then return false end
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-- found another player
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if obj.ref:get_player_name() ~= player:get_player_name() then return false end
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return true
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end
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local function calc_damage(player, dmg)
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if dmg.value == nil then dmg.value = 1 end
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if dmg.chance == nil then dmg.chance = 1 end
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-- check if damage should be applied
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if rng:next(1, dmg.chance) ~= 1 then return 0 end
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if dmg.check ~= nil then
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-- check for obstacles in the way
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if not check_hit(player, dmg.check) then return 0 end
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end
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return dmg.value
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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 hp = player:get_hp()
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for weather, dmg in pairs(data) do
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hp = hp - calc_damage(player, dmg)
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end
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-- deal damage to player
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player:set_hp(hp, "weather damage")
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end
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end
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climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
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climate_api.set_effect_cycle(EFFECT_NAME, climate_api.MEDIUM_CYCLE)
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@ -1,96 +1,198 @@
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--[[
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# Particle Effect
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Use this effect to render downfall using particles.
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Expects a table as the parameter containing the following values:
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- amount <number>: The quantity of spawned particles per cycle
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- EITHER texture <string>: The image file name
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- OR textures <table>: A list of possible texture variants
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- falling_speed <number>: The downwards speed
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- min_pos <number>: Bottom-left corner of spawn position (automatically adjusted by wind)
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- max_pos <number>: Top-right corner of spawn position (automatically adjusted by wind)
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- acceleration <vector> (optional): Particle acceleration in any direction
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- exptime <number>: Time of life of particles
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- time <number> (optional): The time of life of particle spawners (defaults to 0.5)
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- EITHER size <number>: Size of the particles
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- OR min_size <number> and max_size <number>: Minimum and maximum size
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- vertical <bool> (optional): Whether particles should rotate in 2D space only (default depends on falling vector)
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Use this effect to render downfall or similar visuals using particles.
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Expects a table as the parameter containing information for the spawner.
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All values for ParticleSpawner definitions are valid.
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See https://minetest.gitlab.io/minetest/definition-tables/#particlespawner-definition
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Furthermore, the following default values have been changed:
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- time <int> [0.5] (reduced time results in smoother position updates, but more lag)
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- collisiondetection <bool> [true]
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- collision_removal <bool> [true]
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- playername <string> [current player] (Set to empty string to show for everyone)
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The following optional values have been introduced or expanded for convenience:
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- size <int> [nil] (Overrides both minsize and maxsize if set)
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- boxsize <vector> [nil] (Overrides minpos and maxpos based on specified sizes per direction with the player in the center)
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- boxsize <number> [nil] (If set to a number, the resulting vector will have the specified size in all directions)
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- v_offset <int> [0] (Use in conjunctin with boxsize. Adds specified height to minpos and maxpos y-coordinates)
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- minvel <int> [nil] (Overrides minvel with a downward facing vector of specified length)
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- maxvel <int> [nil] (Overrides maxvel with a downward facing vector of specified length)
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- velocity <vector | int> [nil] (Overrides both minvel and maxvel if set)
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- minacc <int> [nil] (Overrides minacc with a downward facing vector of specified length)
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- maxacc <int> [nil] (Overrides maxacc with a downward facing vector of specified length)
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- acceleration <vector | int> [nil] (Overrides both minacc and maxacc if set)
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- attach_to_player <bool> [false] (Overrides attached object with current player)
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The following new behaviours have been introduced:
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- use_wind <bool> [true] (Adjusts velocity and position for current windspeed)
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- detached <bool> [false] (Unless enabled, considers positions as relative to current player like being attached)
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- vertical <bool> [nil] (Unless explicitly set, will be automatically set based on direction of velocity)
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]]
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if not climate_mod.settings.particles then return end
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local EFFECT_NAME = "climate_api:particles"
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local function get_particle_texture(particles)
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if type(particles.textures) == "nil" or next(particles.textures) == nil then
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return particles.texture
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end
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return particles.textures[math.random(#particles.textures)]
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end
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local function spawn_particles(player, particles)
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local ppos = player:get_pos()
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local wind = climate_api.environment.get_wind()
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local amount = particles.amount * climate_mod.settings.particle_count
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local texture = get_particle_texture(particles)
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local vel = vector.new({
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x = wind.x,
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y = -particles.falling_speed,
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z = wind.z
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})
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if particles.acceleration == nil then
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particles.acceleration = vector.new({x=0, y=0, z=0})
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end
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local wind_pos = vector.multiply(
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vector.normalize(vel),
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-vector.length(wind)
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)
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wind_pos.y = 0
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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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if particles.time == nil then
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particles.time = 0.5
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end
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if particles.vertical == nil then
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particles.vertical = math.abs(vector.normalize(vel).y) >= 0.6
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end
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if particles.size ~= nil then
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particles.min_size = particles.size
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particles.max_size = particles.size
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end
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minetest.add_particlespawner({
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amount = amount,
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time = particles.time,
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minpos = minp,
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maxpos = maxp,
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minvel = vel,
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maxvel = vel,
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minacc = particles.acceleration,
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maxacc = particles.acceleration,
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minexptime = particles.exptime,
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maxexptime = particles.exptime,
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minsize = particles.min_size,
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maxsize = particles.max_size,
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-- parse config by injecting default values and adding additional parameters
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local function parse_config(player, particles)
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-- override default values with more useful ones
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local defaults = {
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time = 0.5,
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collisiondetection = true,
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collision_removal = true,
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vertical = particles.vertical,
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texture = texture,
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player = player:get_player_name()
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})
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playername = player:get_player_name(),
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use_wind = true,
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attach_to_player = false,
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detached = false
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}
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-- inject missing default values into specified config
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local config = climate_api.utility.merge_tables(defaults, particles)
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-- scale particle amount based on mod config
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if particles.amount ~= nil then
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config.amount = particles.amount * climate_mod.settings.particle_count
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end
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-- restore default visibility if specified
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if particles.playername == "" then
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config.playername = nil
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end
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-- provide easier param for exptime
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if particles.expirationtime ~= nil then
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config.minexptime = particles.expirationtime
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config.maxexptime = particles.expirationtime
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config.expirationtime = nil
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end
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-- provide easier param for size
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if particles.size ~= nil then
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config.minsize = particles.size
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config.maxsize = particles.size
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config.size = nil
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end
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-- randomly select a texture when given a table
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if type(particles.texture) == "table" then
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config.texture = particles.texture[math.random(#particles.texture)]
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end
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if particles.pos ~= nil then
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config.minpos = particles.pos
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config.maxpos = particles.pos
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config.pos = nil
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end
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-- provide easier size based param for position
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if type(particles.boxsize) == "number" then
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particles.boxsize = {
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x = particles.boxsize,
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y = particles.boxsize,
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z = particles.boxsize
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}
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end
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if particles.boxsize ~= nil then
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local size_x = particles.boxsize.x or 0
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local size_y = particles.boxsize.y or 0
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local size_z = particles.boxsize.z or 0
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local v_offset = particles.v_offset or 0
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v_offset = v_offset + (size_y / 2)
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config.minpos = {
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x = -size_x / 2,
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y = v_offset - (size_y / 2),
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z = -size_z / 2
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}
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config.maxpos = {
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x = size_x / 2,
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y = v_offset + (size_y / 2),
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z = size_z / 2
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}
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config.size_x = nil
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config.size_y = nil
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config.size_z = nil
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config.v_offset = nil
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end
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-- provide easy param to define unanimous falling speed
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if particles.velocity ~= nil then
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particles.minvel = particles.velocity
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particles.maxvel = particles.velocity
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config.velocity = nil
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end
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if type(particles.minvel) == "number" then
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config.minvel = { x = 0, y = -particles.minvel, z = 0 }
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end
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if type(particles.maxvel) ~= nil then
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config.maxvel = { x = 0, y = -particles.maxvel, z = 0 }
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end
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-- provide easy param to define unanimous falling acceleration
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if particles.acceleration ~= nil then
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particles.minacc = particles.acceleration
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particles.maxacc = particles.acceleration
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config.acceleration = nil
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end
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if type(particles.minacc) == "number" then
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config.minacc = { x = 0, y = -particles.minacc, z = 0 }
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end
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if type(particles.maxacc) == "number" then
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config.maxacc = { x = 0, y = -particles.maxacc, z = 0 }
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end
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-- attach particles to current player if specified
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if config.attach_to_player then
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config.attached = player
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end
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config.attach_to_player = nil
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-- attach coordinates to player unless specified or already attached
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if (not config.detached) and config.attached == nil then
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local ppos = player:get_pos()
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config.minpos = vector.add(config.minpos, ppos)
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config.maxpos = vector.add(config.maxpos, ppos)
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end
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config.detached = nil
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-- move particles in wind direction
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if config.use_wind then
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local wind = climate_api.environment.get_wind()
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-- adjust velocity to include wind
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config.minvel = vector.add(config.minvel, wind)
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config.maxvel = vector.add(config.maxvel, wind)
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-- adjust spawn position for better visibility
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local vel = vector.multiply(vector.add(config.minvel, config.maxvel), 0.5)
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local windpos = vector.multiply(
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vector.normalize(vel),
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-vector.length(wind)
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)
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config.minpos = vector.add(config.minpos, windpos)
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config.maxpos = vector.add(config.maxpos, windpos)
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end
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config.use_wind = nil
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-- if unspecified, use 2D or 3D rotation based on movement direction
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if particles.vertical == nil then
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local vel = vector.multiply(vector.add(config.minvel, config.maxvel), 0.5)
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config.vertical = math.abs(vector.normalize(vel).y) >= 0.6
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end
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return config
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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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for weather, value in pairs(data) do
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spawn_particles(player, value)
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local config = parse_config(player, value)
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minetest.add_particlespawner(config)
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end
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end
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end
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3
init.lua
3
init.lua
@ -25,6 +25,8 @@ end
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-- load settings from config file
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climate_mod.settings = {
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damage = get_setting_bool("damage", true),
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raycast = get_setting_bool("raycast", true),
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particles = get_setting_bool("particles", true),
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skybox = get_setting_bool("skybox", true),
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sound = get_setting_bool("sound", true),
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@ -72,6 +74,7 @@ dofile(modpath.."/lib/commands.lua")
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dofile(modpath .. "/lib/influences.lua")
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-- import predefined environment effects
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dofile(modpath .. "/ca_effects/damage.lua")
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dofile(modpath .. "/ca_effects/hud_overlay.lua")
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dofile(modpath .. "/ca_effects/particles.lua")
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dofile(modpath .. "/ca_effects/skybox.lua")
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@ -14,6 +14,19 @@ climate_api.register_influence("base_humidity", function(pos)
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return minetest.get_humidity(pos)
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end)
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-- see https://en.wikipedia.org/wiki/Dew_point#Simple_approximation
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climate_api.register_influence("dewpoint", function(pos)
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local heat = climate_api.environment.get_heat(pos)
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local humidity = climate_api.environment.get_humidity(pos)
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return heat - (9/25 * (100 - humidity))
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end)
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climate_api.register_influence("base_dewpoint", function(pos)
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local heat = minetest.get_heat(pos)
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local humidity = minetest.get_humidity(pos)
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return heat - (9/25 * (100 - humidity))
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end)
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climate_api.register_influence("biome", function(pos)
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local data = minetest.get_biome_data(pos)
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local biome = minetest.get_biome_name(data.biome)
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@ -14,8 +14,17 @@ climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2
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# These can be used to dynamically place snow layers, melt ice, or hydrate soil.
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climate_api_block_updates (Dynamically modify nodes) bool true
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# If set to true, Climate API will factor in wind speed and obstacles to determine damage sources.
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# If set to false, a simple check will be used whether the player is outside.
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# Only applied if climate_api_damage is also set to true.
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climate_api_raycast (Include wind speed in damage checks) bool true
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[Weather Effects]
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# If set to true, dangerous weather presets will damage affected players over time.
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climate_api_damage (Cause player damage) bool true
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[Visuals]
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# If set to true, weather effects (like rain) are allowed to render particles.
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# Deactivating this feature will prevent some presets from being visible.
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# For performance considerations it is recommended to decrease the amount of particles instead.
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|
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