Add skybox merging utility, remove date bases heat, tweak noise settings

This commit is contained in:
Till Affeldt 2020-04-24 01:35:07 +02:00
parent c9d0cfca21
commit e24b0340e5
11 changed files with 193 additions and 103 deletions

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@ -2,13 +2,10 @@
## Required for Beta ## Required for Beta
- Write helpful README - Write helpful README
- Refactor skybox effect and implement ranking system
- Rework Moon Phases mod to be compatible and to include varying sky brightness - Rework Moon Phases mod to be compatible and to include varying sky brightness
## Planned for first release ## Planned for first release
- Set effects on player join
- Improve value structures of particle effects - Improve value structures of particle effects
- Make sounds adjust to changes by weather presets
- Find good values for weather conditions - Find good values for weather conditions
- Write documentation on how to add weathers and effects - Write documentation on how to add weathers and effects
- Ability to register global influences that are the same for any position - Ability to register global influences that are the same for any position
@ -16,10 +13,8 @@
## Nice to have ## Nice to have
- Assign meta data (like "downfall", "wind", etc.) to weather presets - Assign meta data (like "downfall", "wind", etc.) to weather presets
- Optimize performance by replacing some particles with animated texture planes - Optimize performance by replacing some particles with animated texture planes
- Make switches between effects more smooth
- Adjust size of particle boxes based on player speed - Adjust size of particle boxes based on player speed
- Generate wind based on speed and yaw instead of x and z values - Generate wind based on speed and yaw instead of x and z values
- A flag indicating wind direction
## Future Plans & Ideas ## Future Plans & Ideas
- Complete season system - Complete season system
@ -47,3 +42,4 @@
- standing near fire will warm up - standing near fire will warm up
- craftable warm clothes - craftable warm clothes
- metal armor will worsen heat issues - metal armor will worsen heat issues
- A flag indicating wind direction

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@ -1,45 +1,31 @@
if not climate_mod.settings.skybox then return end if not climate_mod.settings.skybox then return end
local EFFECT_NAME = "climate_api:skybox" local EFFECT_NAME = "climate_api:skybox"
local modpath = minetest.get_modpath(minetest.get_current_modname())
local sky_defaults = dofile(modpath .. "/lib/sky_defaults.lua")
local function set_skybox(player, sky) local function handle_effect(player_data, prev_data)
if not player.get_stars then return end for playername, data in pairs(prev_data) do
player:set_sky(sky.sky_data) for weather, _ in pairs(data) do
player:set_clouds(sky.cloud_data) if player_data[playername] == nil or player_data[playername][weather] == nil then
player:set_moon(sky.moon_data) climate_api.skybox.remove_layer(playername, weather)
player:set_sun(sky.sun_data) end
player:set_stars(sky.star_data)
end end
local function remove_skybox(player)
if not player.get_stars then return end
player:set_sky(sky_defaults.sky_data)
player:set_clouds(sky_defaults.cloud_data)
player:set_moon(sky_defaults.moon_data)
player:set_sun(sky_defaults.sun_data)
player:set_stars(sky_defaults.star_data)
end end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local sky = table.copy(sky_defaults)
for weather, value in pairs(data) do for weather, value in pairs(data) do
sky = climate_api.utility.merge_tables(sky, value) climate_api.skybox.add_layer(playername, weather, value)
end end
set_skybox(player, sky) climate_api.skybox.update_skybox(playername)
end end
end end
local function remove_effect(player_data) local function remove_effect(player_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername) for weather, _ in pairs(data) do
remove_skybox(player) climate_api.skybox.remove_layer(playername, weather)
end
end end
end end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick") climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.register_effect(EFFECT_NAME, remove_effect, "stop") climate_api.register_effect(EFFECT_NAME, remove_effect, "stop")
--climate_api.set_effect_cycle("climate_api:skybox", climate_api.LONG_CYCLE) climate_api.set_effect_cycle("climate_api:skybox", climate_api.MEDIUM_CYCLE)

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@ -27,6 +27,7 @@ climate_mod.settings = {
wind = get_setting_bool("wind", true), wind = get_setting_bool("wind", true),
seasons = get_setting_bool("seasons", true), seasons = get_setting_bool("seasons", true),
fahrenheit = get_setting_bool("fahrenheit", false), fahrenheit = get_setting_bool("fahrenheit", false),
block_updates = get_setting_bool("block_updates", true),
heat = get_setting_number("heat_base", 0), heat = get_setting_number("heat_base", 0),
humidity = get_setting_number("humidity_base", 0), humidity = get_setting_number("humidity_base", 0),
time_spread = get_setting_number("time_spread", 1), time_spread = get_setting_number("time_spread", 1),
@ -49,6 +50,7 @@ climate_mod.forced_wind = nil
climate_mod.state = dofile(modpath .. "/lib/datastorage.lua") climate_mod.state = dofile(modpath .. "/lib/datastorage.lua")
climate_api = dofile(modpath .. "/lib/api.lua") climate_api = dofile(modpath .. "/lib/api.lua")
climate_api.utility = dofile(modpath .. "/lib/api_utility.lua") climate_api.utility = dofile(modpath .. "/lib/api_utility.lua")
climate_api.skybox = dofile(modpath .. "/lib/skybox_merger.lua")
dofile(modpath .. "/lib/influences.lua") dofile(modpath .. "/lib/influences.lua")
climate_api.environment = dofile(modpath .. "/lib/environment.lua") climate_api.environment = dofile(modpath .. "/lib/environment.lua")
--climate_api = dofile(modpath .. "/lib/influences.lua") --climate_api = dofile(modpath .. "/lib/influences.lua")

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@ -38,6 +38,8 @@ function api.register_influence(name, func)
end end
function api.register_abm(config) function api.register_abm(config)
if not climate_mod.settings.block_updates then return end
local conditions = config.conditions local conditions = config.conditions
local action = config.action local action = config.action
local pos_override = config.pos_override local pos_override = config.pos_override

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@ -5,13 +5,6 @@ local function get_heat_time()
return climate_api.utility.normalized_cycle(time) * 0.6 + 0.7 return climate_api.utility.normalized_cycle(time) * 0.6 + 0.7
end end
local function get_heat_calendar()
-- heat center in August instead of June
local day = minetest.get_day_count()
local progression = ((day + 61) % 365) / 365
return climate_api.utility.normalized_cycle(progression) * 0.6 + 0.7
end
local function get_heat_height(y) local function get_heat_height(y)
return climate_api.utility.rangelim((-y + 10) / 15, -10, 10) return climate_api.utility.rangelim((-y + 10) / 15, -10, 10)
end end
@ -21,9 +14,8 @@ function environment.get_heat(pos)
local biome = minetest.get_heat(pos) local biome = minetest.get_heat(pos)
local height = get_heat_height(pos.y) local height = get_heat_height(pos.y)
local time = get_heat_time() local time = get_heat_time()
local date = get_heat_calendar()
local random = climate_mod.state:get_float("heat_random"); local random = climate_mod.state:get_float("heat_random");
return (base + biome + height) * time * date * random return (base + biome + height) * time * random
end end
function environment.get_humidity(pos) function environment.get_humidity(pos)

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@ -1,46 +0,0 @@
return {
sky_data = {
base_color = nil,
type = "regular",
textures = nil,
clouds = true,
sky_color = {
day_sky = "#8cbafa",
day_horizon = "#9bc1f0",
dawn_sky = "#b4bafa",
dawn_horizon = "#bac1f0",
night_sky = "#006aff",
night_horizon = "#4090ff",
indoors = "#646464",
fog_tint_type = "default"
}
},
cloud_data = {
density = 0.4,
color = "#fff0f0e5",
ambient = "#000000",
height = 120,
thickness = 16,
speed = {x=0, z=-2}
},
sun_data = {
visible = true,
texture = "sun.png",
tonemap = "sun_tonemap.png",
sunrise = "sunrisebg.png",
sunrise_visible = true,
scale = 1
},
moon_data = {
visible = true,
texture = "moon.png",
tonemap = "moon_tonemap.png",
scale = 1
},
star_data = {
visible = true,
count = 1000,
star_color = "#ebebff69",
scale = 1
}
}

109
lib/skybox_merger.lua Normal file
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@ -0,0 +1,109 @@
local default_sky = {
sky_data = {
base_color = nil,
type = "regular",
textures = nil,
clouds = true,
sky_color = {
day_sky = "#8cbafa",
day_horizon = "#9bc1f0",
dawn_sky = "#b4bafa",
dawn_horizon = "#bac1f0",
night_sky = "#006aff",
night_horizon = "#4090ff",
indoors = "#646464",
fog_tint_type = "default"
}
},
cloud_data = {
density = 0.4,
color = "#fff0f0e5",
ambient = "#000000",
height = 120,
thickness = 16,
speed = {x=0, z=-2}
},
sun_data = {
visible = true,
texture = "",
tonemap = "sun_tonemap.png",
sunrise = "sunrisebg.png",
sunrise_visible = true,
scale = 1
},
moon_data = {
visible = true,
texture = "",
tonemap = "moon_tonemap.png",
scale = 1
},
star_data = {
visible = true,
count = 1000,
star_color = "#ebebff69",
scale = 1
}
}
local skybox = {}
local layers = {}
-- from https://stackoverflow.com/a/29133654
-- merges two tables together
-- if in conflict, b will override values of a
local function merge_tables(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_tables(a[k],v)
else a[k]=v end
end
end
return a
end
local function set_skybox(playername, sky)
local player = minetest.get_player_by_name(playername)
if not player.get_stars then return end
player:set_sky(sky.sky_data)
player:set_clouds(sky.cloud_data)
player:set_moon(sky.moon_data)
player:set_sun(sky.sun_data)
player:set_stars(sky.star_data)
end
function skybox.update_skybox(playername)
local p_layers = layers[playername]
local sky = table.copy(default_sky)
if p_layers == nil then p_layers = {} end
local numbered_layers = {}
for layer, values in pairs(p_layers) do
table.insert(numbered_layers, values)
end
table.sort(numbered_layers, function(left, right)
if left.priority == nil then left.priority = 1 end
if right.priority == nil then right.priority = 1 end
return left.priority < right.priority
end)
for i=1,#numbered_layers do
sky = merge_tables(sky, numbered_layers[i])
end
set_skybox(playername, sky)
end
function skybox.add_layer(playername, name, sky)
if layers[playername] == nil then layers[playername] = {} end
layers[playername][name] = sky
end
function skybox.remove_layer(playername, name)
if layers[playername] == nil or layers[playername][name] == nil then return end
layers[playername][name] = nil
end
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
layers[playername] = nil
end)
return skybox

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@ -2,11 +2,11 @@ local world = {}
local WIND_SPREAD = 600 local WIND_SPREAD = 600
local WIND_SCALE = 2 local WIND_SCALE = 2
local HEAT_SPREAD = 200 local HEAT_SPREAD = 400
local HEAT_SCALE = 0.3 local HEAT_SCALE = 0.3
local HUMIDITY_SPREAD = 60 local HUMIDITY_SPREAD = 150
local HUMIDITY_SCALE = 0.5 local HUMIDITY_SCALE = 0.5
local HUMIDITY_BASE_SPREAD = 600 local HUMIDITY_BASE_SPREAD = 800
local HUMIDITY_BASE_SCALE = 40 local HUMIDITY_BASE_SCALE = 40
local nobj_wind_x local nobj_wind_x

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@ -1,13 +1,62 @@
[Features]
# If set to true, weather effects (like rain) are allowed to render particles.
# Deactivating this feature will prevent some presets from being visible.
# For performance considerations it is recommended to decrease the amount of particles instead.
climate_api_particles (Show particle effects) bool true climate_api_particles (Show particle effects) bool true
climate_api_skybox (Allow weather effects to modify the skybox) bool true
climate_api_sound (Allow weather presets to play ambient sounds) bool true # If set to true, weather effects are allowed to modify a player's sky.
climate_api_hud_overlay (Allow weather presets to display a HUD overlay) bool true # This includes skybox, sun, moon, and clouds (also used for fog effects).
climate_api_wind (Allow wind to angle rainfall) bool true # Running this mod on Minetest 5.1.2 or earlier versions will automatically disable this feature.
climate_api_seasons (Change global temperature based on an annual cycle) bool true climate_api_skybox (Override the skybox) bool true
# If set to true, weather effects are allowed to play sound loops.
# You can also adjust sound levels instead of deactivating this feature completely.
# Setting this value to false will be slightly more performant than setting the volume to zero.
climate_api_sound (Play ambient sound loops) bool true
# If set to true, weather effects are allowed to render an image on top of the gameplay.
# This is usually an optional effect used to increase immersion (like a frozen-over camera in a snow storm).
climate_api_hud_overlay (Display HUD overlays) bool true
# If set to true, weather packs are allowed to register node update handlers.
# These can be used to dynamically place snow layers, melt ice, or hydrate soil.
climate_api_block_updates (Dynamically modify nodes) bool true
[Environment]
# This value will be added to all biome's base temperatures before applying random modifiers.
# Every unit here will increase the global base heat by one degree Fahrenheit.
# Negative values will cool down global base heat respectively.
climate_api_heat_base (Global base temperature) float 0 climate_api_heat_base (Global base temperature) float 0
# This value will be added to all biome's base humidity before applying random modifiers.
# Every unit here will increase the global base humidity by one percent.
# Negative values will dry up global base humidity respectively.
climate_api_humidity_base (Global base humidity) float 0 climate_api_humidity_base (Global base humidity) float 0
climate_api_time_spread (Regulates how quickly the weather changes) float 1 0.1 10
climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2 # This value regulates how quickly environment factors like heat, humidity and wind are changing.
climate_api_fahrenheit (Show degrees in Fahrenheit instead of Celsius) bool false # A value of 2 will double the speed at which weather presets change.
# A value of 0.5 will half the speed respectively.
climate_api_time_spread (Time rate of weather changes) float 1 0.1 10
# This value regulates how often weather presets are recalculated.
# Higher values will result in smoother transitions between effects as well as faster response times to traveling players.
# Lower values will significantly increase overall performance at the cost of rougher looking effects.
climate_api_tick_speed (Update speed of weather effects) float 1 0.1 10 climate_api_tick_speed (Update speed of weather effects) float 1 0.1 10
[Preferences]
# This value regulated how many particles will be spawned.
# A value of 1 will use the recommended amount of particles.
# Lower values can possible increase performance.
climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2
# If set to true, temperature information in /weather command will be displayed in Fahrenheit.
climate_api_fahrenheit (Show degrees in Fahrenheit instead of Celsius) bool false
# This value regulates overall sound volume.
# A value of 2 will double the volume whereas a value of 0.5 will reduce the volume by half.
climate_api_volume (Volume of sound effects) float 1 0 10 climate_api_volume (Volume of sound effects) float 1 0 10