Sync first working prototype

This commit is contained in:
Till Affeldt
2020-04-09 09:03:02 +02:00
commit f9df1d732f
39 changed files with 536 additions and 0 deletions

62
lib/environment.lua Normal file
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function weather_mod.get_heat(pos)
local base = weather_mod.settings.heat;
local biome = minetest.get_heat(pos)
local height = math.min(math.max(-pos.y / 15, -10), 10)
local random = weather_mod.state.heat;
return (base + biome + height) * random
end
function weather_mod.get_humidity(pos)
local base = weather_mod.settings.humidity
local biome = minetest.get_humidity(pos)
local random = weather_mod.state.humidity;
return (base + biome) * random
end
local function is_acceptable_weather_param(value, attr, config)
local min = config.conditions["min_" .. attr] or -10000
local max = config.conditions["max_" .. attr] or math.huge
minetest.log(attr .. ": " .. value .. " <=> " .. min .. "," .. max)
return value > min and value <= max
end
function weather_mod.get_weather(pos, wind)
local params = {}
params.heat = weather_mod.get_heat(pos)
params.humidity = weather_mod.get_humidity(pos)
params.windspeed = vector.length(wind)
minetest.log(params.heat .. ", " .. params.humidity .. ", " .. params.windspeed)
local weather
local priority = -1
local attributes = { "heat", "humidity", "windspeed" }
for name, config in pairs(weather_mod.weathers) do
minetest.log(dump2(priority, "p"))
if type(priority) ~= "nil" and config.priority < priority then
minetest.log("skipped " .. name)
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
if not is_acceptable_weather_param(params[attr], attr, config) then
check = false
end
end
if check then
weather = name
priority = config.priority
minetest.log("selected " .. name)
end
end
end
if type(weather) == "nil" then
minetest.log("error", "[Ultimate Weather] No default weather registered")
end
minetest.log(weather)
return weather
end

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lib/lightning.lua Normal file
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if minetest.get_modpath("lightning") then
lightning.auto = false
end

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lib/main.lua Normal file
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local GSCYCLE = 0
local temperature = 10
local humidity = 100
local wind = vector.new(10, 0, -0.25)
weather_mod.weathers = {}
function weather_mod.register_weather(name, weather)
-- TODO: check and sanitize
weather_mod.weathers[name] = weather
end
function weather_mod.set_weather(name)
if type(weather_mod.weathers[name]) == nil then
minetest.log("warning", "[Ultimate Weathers] Weather does not exist")
return
end
weather_mod.state.current_weather = name
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)
end
local function get_texture(particles)
if type(particles.textures) == "nil" or next(particles.textures) == nil then
return particles.texture
end
return particles.textures[math.random(#particles.textures)]
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 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 exp = particles.exptime
local vertical = wind_speed < 3
minetest.add_particlespawner({
amount=particles.amount,
time=0.5,
minpos=minp,
maxpos=maxp,
minvel=vel,
maxvel=vel,
minacc=acc,
maxacc=acc,
minexptime=exp,
maxexptime=exp,
minsize=particles.size,
maxsize=particles.size,
collisiondetection=true,
collision_removal=true,
vertical=vertical,
texture=texture,
player=player:get_player_name()
})
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)
end
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < GSCYCLE then return end
timer = 0
handle_weather()
end)

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lib/player.lua Normal file
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local mod_player_monoids = minetest.get_modpath("player_monoids") ~= nil
local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil
function weather_mod.add_physics(player, effect, value)
local id = weather_mod.modname .. ":" .. effect
if mod_player_monoids then
player_monoids[effect].add_change(player, value, id)
elseif mod_playerphysics then
playerphysics.add_physics_factor(player, effect, id, value)
else
local override = {}
override[effect] = value
player:set_physics_override(override)
end
end
function weather_mod.remove_physics(player, effect)
local id = weather_mod.modname .. ":" .. effect
if mod_player_monoids then
player_monoids[effect].del_change(player, id)
elseif mod_playerphysics then
playerphysics.remove_physics_factor(player, effect, id)
else
local override = {}
override[effect] = 1
player:set_physics_override(override)
end
end
-- function taken from weather mod
-- 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","[ultimate_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
end
function weather_mod.is_outdoors(player, origin)
if weather_mod.settings.raycasting then
return raycast(player, origin)
else
return check_light(player)
end
end
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 and 2
-- see https://en.wikipedia.org/wiki/Logistic_function
local L = 2 -- maximum value
local k = 0.1 -- growth rate
local z = 1 -- midpoint
local factor = L / (1 + math.exp(-k * (product - z)))
weather_mod.add_physics(player, "speed", factor)
end