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---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
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4. See error
**Expected behavior**
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**Screenshots**
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**Desktop (please complete the following information):**
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---
name: Feature request
about: Suggest an idea for this project
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---
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1
.gitignore vendored
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*.code-workspace

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# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or
advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic
address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at t.affeldt@tu-braunschweig.de. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq

108
README.md
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# Climate API # Climate API
A powerful engine for weather presets and visual effects. A powerful engine for weather presets and visual effects
Requires a weather pack like [Regional Weather](https://github.com/t-affeldt/regional_weather).
![](https://raw.githubusercontent.com/t-affeldt/climate_api/master/screenshot.png)
Use the regional climate to set up different effects for different regions. Use the regional climate to set up different effects for different regions.
Control where your effects are activated based on temperature, humidity, wind, Control where your effects are activated based on temperature, humidity, wind,
@ -11,107 +8,8 @@ Climate API provides temperature and humidity values on a block-per-block basis
that follow the seasons, day / night cycle and random changes. that follow the seasons, day / night cycle and random changes.
Make it rain, change the sky or poison the player - it's up to you. Make it rain, change the sky or poison the player - it's up to you.
## Troubleshooting
Generally speaking, most mods should be compatible.
If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this here using the ``Override the skybox`` setting. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect.
__Important__: Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
The following mods have been created specifically with Climate API in mind:
- [Regional Weather](https://github.com/t-affeldt/regional_weather): My own weather pack for climate based weather effects
- [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle
- [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea.
The following mods complement Climate API particularly well:
- [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects
- [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are.
## Chat Commands
- ``/weather``: Display information on current weather effects. This command will show you current temperature and humidity, active weather presets and currently playing effects
- ``/weather_settings``: Display current mod configuration in the chat
- ``/weather_influences``: Display all different factors and how they affect you in this moment.
- ``/weather_status``: Display a list of all installed weather presets and whether they have been forced on, turned off, or are running normally (auto). If no weather presets are listed here then you need to install a weather mod like Regional Weather.
- ``/grant <playername> weather``: Enable a specified player to modify the current weather.
- ``/set_heat <value>``: Override global heat levels with given value.
- ``/set_base_heat <value>``: Override the base heat value used to calculate local climate. Positive numbers will increase temperature by X degrees Fahrenheit, whereas negative values will lower it.
- ``/set_humidity <value>``: Override global humidity levels with given value.
- ``/set_base_humidity <value>``: Override the base humidity value used to calculate local climate. Positive numbers will increase humidity by X percent, whereas negative values will lower it.
- ``/set_wind <x> <z>``: Override wind speed and direction. Higher absolute values result in stronger wind. The sign indicates direction.
- ``/set_weather <weather> <on|off|auto>``: Set a weather preset to always be applied (on), disable it completely (off), or reset it to be applied automatically (auto). Turning presets on manually might result in partially missing effects (like no sound if you enable sandstorms but no storms). Use ``/weather_status`` for a full list of installed weather presets. The prefix is important.
## Configuration Options
You can find all mod configuration options in your Minetest launcher.
Go to ``Settings → All Settings → Mods → climate_api`` to change them.
Individual weather packs may provide additional configuration options in their respective mod configuration section.
### Performance
- ``Update speed of weather effects`` (default 1.0):
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.
- ``Multiplicator for used particles`` (default 1.0):
This value regulates how many particles will be spawned.
A value of 1 will use the recommended amount of particles.
Lower values can possible increase performance.
- ``Dynamically modify nodes`` (default 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.
- ``Include wind speed in damage checks`` (default true):
If set to true, Climate API will factor in wind speed and obstacles to determine damage sources.
If set to false, a simple check will be used whether the player is outside.
### Weather Effects
- ``Cause player damage`` (default true):
If set to true, dangerous weather presets will damage affected players over time.
- ``Show particle effects`` (default true):
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.
- ``Override the skybox`` (default true):
If set to true, weather effects are allowed to modify a player's sky.
This includes skybox, sun, moon, and clouds (also used for fog effects).
Running this mod on Minetest 5.1.2 or earlier versions will automatically disable this feature.
- ``Display HUD overlays`` (default 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).
### Environment
- ``Global base temperature`` (default 0):
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.
- ``Global base humidity`` (default 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.
- ``Time rate of weather changes`` (default 1.0):
This value regulates how quickly environment factors like heat, humidity and wind are changing.
A value of 2 will double the speed at which weather presets change.
A value of 0.5 will half the speed respectively.
### Preferences
- ``Show degrees in Fahrenheit instead of Celsius`` (default false):
If set to true, temperature information in */weather* command will be displayed in Fahrenheit.
- ``Play ambient sound loops`` (default true):
If set to true, weather effects are allowed to play sound loops.
Note that you can also adjust sound levels instead of deactivating this feature completely.
- ``Volume of sound effects`` (default 1.0):
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.
## Modding Information
Check the [api_doc.md](https://github.com/t-affeldt/climate_api/blob/master/api_doc.md) for a (currently incomplete) documentation on how to register new weather presets and visual effects. Use my weather [presets](https://github.com/t-affeldt/regional_weather/tree/master/ca_weathers) and [effects](https://github.com/t-affeldt/regional_weather/tree/master/ca_effects) as an example. Ask in the [forum](https://forum.minetest.net/viewtopic.php?t=24569) or open an [issue](https://github.com/t-affeldt/climate_api/issues) if you run into problems. Also check the source code of predefined weather effects because they include usage documentation at the top of each file.
## License
- Source Code: *GNU LGPL v3* by me
- Sun and moon textures: *CC BY-SA (3.0)* by Cap
## Assets in screenshots ## Assets in screenshots
- Screenshots and editing by me: *CC BY-SA (3.0)* - All screenshots and editing by me: *CC BY-SA (4.0)*
- Logos and artwork: *CC BY-SA (3.0)* by Cap
- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/ - Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
- Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro - Liberation Fonts (for the text): *OFL*, see https://github.com/liberationfonts/liberation-fonts
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043 - Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043

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@ -1,11 +1,30 @@
# TODO # TODO
## Needs improvement ## Required for MVP
- Write documentation on how to add weathers and effects - Find good values for weather conditions
- Make sure all weather presets are working
## Required for Beta
- Ability to register environment conditions dynamically (like the heat)
## Planned for first release
- Improve test_condition function
- Write helpful README
- Set effects on player join
- Improve value structures of particle and skybox effects
- Make sounds adjust to changes by weather presets
- Ability to force set a wind speed via chat commands
## Nice to have ## Nice to have
- Write documentation on how to add weathers and effects
- Assign meta data (like "downfall", "wind", etc.) to weather presets - Assign meta data (like "downfall", "wind", etc.) to weather presets
- Fog effects
- 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
- Create conditions for time of day, annual progression, biome filters
- Fork lightning so that it uses skylayer
- Support for sail boats mod
## Future Plans & Ideas ## Future Plans & Ideas
- Complete season system - Complete season system
@ -33,4 +52,3 @@
- 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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# API Documentation
## How to read this document
If a function states multiple parameters of the same name then either of them has to be passed on function call. Look at the function signature to determine the order of required parameters. So far, all parameters are mandatory.
## Custom Weather Registration
### Register Weather Preset
``climate_api.register_weather(name, conditions, effects)``
Invoke this function in order to create and register a new weather preset. Presets control which effects are to be applied to a player under specific circumstances. As an example, a preset for rain could require a high level of humidity and apply particle and sound effects.
__Parameters__:
- ``name <string>``: A unique identifier resembling the new weather preset.
Should be prefixed with the mod's name in a way that could look like ``mymod:awesome_weather``. This name should only be used once.
- ``conditions <table>``: An associative array that checks weather influences for specified values. Keys should be the name of an influence, values should be of matching type for repective influence. Keys can be prefixed with ``min_`` to accept any value equal or higher than influence value. A prefix of ``max_`` will accept any value lesser than influence value. A prefix of ``has_`` can be used in conjunction with a numeric array as a value. It will accept any influence value that is present in the specified table. Omitting a prefix will accept the specified value only. All table entries have to be matched positively for the weather preset to be applied.
- ``conditions <function>``: For more control, a function can be specified instead of a conditions table. The function will receive a table as its first parameter, consisting of key-value pairs indicating the current value for each weather influence. The function is expected to return true if the weather preset is to be applied or false otherwise.
- ``effects <table>``: An associative array indicating which weather effects are to be applied whenever the weather preset is active. The key should be a registered weather effect name. The value will be passed as a parameter to the effect. Look at the documentation of individual effects to determine valid values.
- ``effects <function>``: A generator function that returns a set of weather effects and its parameters. This function will receive a table as its first parameter, consisting of key-value pairs indicating the current value for each weather influence. It is expected to return a table in the same fashion as ``effects <table>`` would have looked like.
__Returns__: ``nil``
### Register Weather Effect
``climate_api.register_effect(name, handler, htype)``
__Parameters__:
- ``name <string>``: A unique identifier resembling the new weather effect.
Should be prefixed with the mod's name in a way that could look like ``mymod:special_effect``. Call this function multiple times with the same name in order to apply multiple handler methods to the same effect.
- ``handler <function>``: This function will be called whenever players are affected by the registered effect. It receives a single parameter containing an accociative array. The keys represent player names and the values represent the set of applied preset parameters. This set is an accociative array as well with the keys representing the names of applied weather presets and the values representing the supplied data from those presets. This parameter could look like this:
``{ singleplayer = {"mymod:awesome_weather" = "a", "mymod:amazing_weather" = "b"} }``. If ``htype`` is ``tick`` then the list of players represents all currently affected players. If it is ``start`` or ``end`` then the list contains all players going though that change.
- ``htype <"start" | "tick" | "end">``: Determines when the handler will be called. ``start`` results in a callback whenever an effect is applied to at least one player, meaning that the very first weather preset applies it. ``tick`` results in a callback every update cycle as long as at least one player has the effect from at least one preset. ``end`` results in a callback whenever at least one player loses the effect completely.
__Returns__: ``nil``
### Set Update Cycle for Effect
``climate_api.set_effect_cycle(name, cycle)``
__Parameters__:
- ``name <string>``: The identifier of a registered weather effect
- ``cycle <number>``: The minimal time between update calls to registered effect handlers in seconds. This value defaults to ``climate_api.DEFAULT_CYCLE`` (2.0s). Other values are ``climate_api.SHORT_CYCLE`` (0s) for frequent update calls (like for particle effects) and ``climate_api.LONG_CYCLE`` (5.0s) for ressource intensive tasks and timed effects (like lightning strikes). You can also use any other custom number representing the amount of time in seconds.
__Returns__: ``nil``
### Register Global Environment Influence
``climate_api.register_global_influence(name, func)``
__Parameters__:
- ``name <string>`` A unique name identifying the registered influence
- ``func <function>``: A generator function that returns some value which is in turn supplied to weather presets and can be used as a condition.
__Returns__: ``nil``
### Register Local Environment Influence
``climate_api.register_influence(name, func)``
__Parameters__:
- ``name <string>`` A unique name identifying the registered influence
- ``func <function>``: A generator function that returns some value which is in turn supplied to weather presets and can be used as a condition. This function will receive a vector as its single parameter indicating the current position.
__Returns__: ``nil``
### Register Active Block Modifier
``climate_api.register_abm(config)``
## Environment Access
### Get Temperature At Position
``climate_api.environment.get_heat(pos)``
__Parameter__: ``pos <vector>``: Coordinates of requested location
__Returns__: ``<number>`` indicating current temperature in °F
### Get Humidity At Position
``climate_api.environment.get_humidity(pos)``
__Parameter__: ``pos <vector>``: Coordinates of requested location
__Returns__: ``<number>`` indicating current humidity
### Get Current Windspeed
``climate_api.environment.get_wind(pos)``
__Parameter__: ``pos <vector>``: Coordinates of requested location. Right now, only y-coordinate is used.
__Returns__: ``<vector>`` indicating speed and direction
### Get Active Weather Presets
``climate_api.environment.get_weather_presets(player)``
### Get Active Weather Effects
``climate_api.environment.get_effects(player)``
## Skybox Modification
### Add Sky Configuration Layer
``climate_api.skybox.add(playername, name, sky)``
### Remove Sky Configuration Layer
``climate_api.skybox.remove(playername, name)``
### Update Player Sky
``climate_api.skybox.update(playername)``
## Player Physics Modifications
Climate API provides an easy way of modfying player physics in a compatible way.
The API is similar to those of ``player_monoids`` or ``playerphysics`` because it also uses multiplication to account for multiple modifiers.
In fact, these functions use ``player_monoids`` under the hud if that mod is available. If not, they will fall back to ``playerphysics``, ``pova``, or native overrides in that order.
### Add Physics Modifier
``climate_api.player_physics.add(id, player, effect, value)``
Register a new modifier that will be multiplied with the current value to set the new physics factor. Call this function again with the same id in order to change an existing modifier.
__Parameters__:
- ``id <string>``: A unique name used to identify the modifier. Should be prefixed with the mod's name.
- ``player <ObjectRef>``: The player affected by the physics change
- ``effect <"speed" | "jump" | "gravity">``: The type of physics to be changed
- ``value <number>``: The multiplicator. Use values between 0 and 1 to reduce physics attribute. Use values above 1 to increase it.
__Returns__: ``nil``
### Remove Physics Modifier
``climate_api.player_physics.remove(id, player, effect)``
Use this function to completely remove a physics modifer from the attribute calculation.
__Parameters__:
- ``id <string>``: The name used in ``player_physics.add`` that identifies a registered modifier
- ``player <ObjectRef>``: The player affected by the physics change
- ``effect <"speed" | "jump" | "gravity">``: The type of physics to be changed
__Returns__: ``nil``
## Utility Functions
### Merge Tables
``climate_api.utility.merge_tables(a, b)``
This function will merge two given accociative tables and return the result.
If in conflict, attributes of table B will override those of table A.
This is especially useful when assigning default values to a specified configuration with possibly missing entries.
Note that this function will also modify table A. If you want to prevent that, you should copy the table first: ``climate_api.utility.merge_tables(table.copy(a), b)``.
__Parameters__:
- ``a <table>``: The base table consisting of default values or other data
- ``b <table>``: The prioritized table to merge with, and possibly override A
__Returns__: ``<table>`` consisting of all attributes from A and B.
### Limit Numeric Boundaries
``climate_api.utility.rangelim(value, min, max)``
This function will return the specified value if it falls in range between minimum and maximum. Otherwise, it will return the closest boundary.
__Parameter__:
- ``value <number>``: The number to check and return
- ``min <number>``: The lower boundary
- ``max <number>``: The upper boundary
__Returns__: ``<number>`` being either the value or the closest boundary
### Statistical Sigmoid Function
``climate_api.utility.sigmoid(value, max, growth, midpoint)``
This method provides a logistic function that will result in growing return values for greater input values. The resulting function graph will look like an S and fall in range between ``0`` and ``max``. You can adjust the curve by specifying growth rate and midpoint.
__Parameters__:
- ``value <number>``: x value supplied to the function
- ``max <number>``: Maximum return value
- ``growth <number>``: Logistic growth rate
- ``midpoint <number>`` Return value for ``value = 0`` and function midpoint
__Returns__: ``<number>`` indicating y coordinate of logistic function
### Normalized Sinus Cycle
``climate_api.utility.normalized_cycle(value)``
This function provides an easy way to generate a simple curve with a maximal turning point of ``y = 1`` located at ``value = 0`` and the lowest points of ``y = 0`` at ``value = +/- 1``.
__Parameter__: ``value <number>``: The supplied x coordinate
__Returns__: ``<number>`` indicating resulting y coordinate between ``0`` and ``1``.

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--[[
# Player Damage Effect
Use this effect to damage a player during dangerous weather events.
Expects a table as the parameter containing the following values:
- value <int> [1]: The amount of damage to be applied per successful roll.
- rarity <int> [1]: Defines a 1/x chance per cycle for the player to get damaged. Higher values result in less frequent damage.
- check <table> [nil]: Use an additional outdoors check before applying damage. Consists of the following values:
- type <"light"|"raycast"> ["light"] (Whether the light level should be used a raycast should be performed)
- height <number> [0] (Height offset of weather origin from the player. Only used for raycasts)
- velocity <number> [1] (Velocity of damaging particles. Only used for raycasts)
- use_wind <bool> [true] (Whether the wind should be factored in. Only used for raycasts)
]]
if not minetest.is_yes(minetest.settings:get_bool("enable_damage"))
or not climate_mod.settings.damage then return end
local EFFECT_NAME = "climate_api:damage"
local rng = PcgRandom(7819792)
local function check_hit(player, ray)
local ppos = vector.add(player:get_pos(), {x=0, y=1, z=0})
if ray.type ~= nil and ray.type ~= "light" and ray.type ~= "raycast" then
minetest.log("warning", "[Climate API] Invalid damage check configuration")
return false
end
-- use light level if specified or in performance mode
if ray.type == nil
or ray.type == "light"
or not climate_mod.settings.raycast then
return minetest.get_node_light(ppos, 0.5) == 15
end
-- use raycating to factor in wind speed
local origin = vector.add(ppos, {x = 0, y = ray.height or 0, z = 0 })
if ray.use_wind ~= false then
local wind = climate_api.environment.get_wind(origin)
local velocity = ray.velocity or 1
local windpos = vector.multiply(
vector.normalize(vector.add({ x = 0, y = -velocity, z = 0 }, wind)),
-vector.length(wind)
)
origin = vector.add(origin, windpos)
end
ray = minetest.raycast(origin, ppos)
local obj = ray:next()
-- found nothing
if obj == nil then return false end
-- found node
if obj.type ~= "object" then return false end
-- found different entity
if not obj.ref:is_player() then return false end
-- found another player
if obj.ref:get_player_name() ~= player:get_player_name() then return false end
return true
end
local function calc_damage(player, dmg)
if dmg.value == nil then dmg.value = 1 end
if dmg.rarity == nil then dmg.rarity = 1 end
-- check if damage should be applied
if rng:next(1, dmg.rarity) ~= 1 then return 0 end
if dmg.check ~= nil then
-- check for obstacles in the way
if not check_hit(player, dmg.check) then return 0 end
end
return dmg.value
end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local hp = player:get_hp()
for weather, dmg in pairs(data) do
hp = hp - calc_damage(player, dmg)
end
-- deal damage to player
player:set_hp(hp, "weather damage")
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")

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@ -1,41 +1,12 @@
--[[
# HUD Overlay Effect
Use this effect to display a fullscreen image as part of a player's HUD.
Expects a table as the parameter containing the following values:
- ``file <string>``: The name (including file ending) if the image to be displayed
- ``z_index <number>`` (optional): The z_index to forward to player.hud_add. Defaults to 1
- ``color_correction <bool>`` (optional): Whether the image should automatically darken based on current light. Defaults to false.
]]
if not climate_mod.settings.hud_overlay then return end if not climate_mod.settings.hud_overlay then return end
local EFFECT_NAME = "climate_api:hud_overlay" local EFFECT_NAME = "climate_api:hud_overlay"
local handles = {} local handles = {}
local function apply_hud(pname, weather, hud) local function apply_hud(pname, weather, hud)
local player = minetest.get_player_by_name(pname)
if player == nil then return end
if handles[pname] == nil then handles[pname] = {} end if handles[pname] == nil then handles[pname] = {} end
if handles[pname][weather] ~= nil then if handles[pname][weather] ~= nil then return end
player:hud_remove(handles[pname][weather]) local player = minetest.get_player_by_name(pname)
end
local file
if hud.color_correction then
local pos = vector.add(player:get_pos(), {x = 0, y = 1, z = 0})
local node_light = minetest.env:get_node_light(pos)
if not node_light then node_light = 0 end
local light = math.floor(math.max(node_light / 15, 0.2) * 256)
local shadow = 256 - light
local dark_file = hud.file .. "^[multiply:#000000ff^[opacity:" .. shadow
local light_file = hud.file .. "^[opacity:" .. light
file = "(" .. light_file .. ")^(" .. dark_file .. ")"
else
file = hud.file
end
local handle = player:hud_add({ local handle = player:hud_add({
name = weather, name = weather,
hud_elem_type = "image", hud_elem_type = "image",
@ -43,18 +14,16 @@ local function apply_hud(pname, weather, hud)
alignment = {x = 1, y = 1}, alignment = {x = 1, y = 1},
scale = { x = -100, y = -100}, scale = { x = -100, y = -100},
z_index = hud.z_index, z_index = hud.z_index,
text = file, text = hud.file,
offset = {x = 0, y = 0} offset = {x = 0, y = 0}
}) })
handles[pname][weather] = handle handles[pname][weather] = handle
end end
local function remove_hud(pname, weather, hud) local function remove_hud(pname, weather, hud)
local player = minetest.get_player_by_name(pname)
if player == nil then return end
if handles[pname] == nil or handles[pname][weather] == nil then return end if handles[pname] == nil or handles[pname][weather] == nil then return end
local handle = handles[pname][weather] local handle = handles[pname][weather]
local player = minetest.get_player_by_name(pname)
player:hud_remove(handle) player:hud_remove(handle)
handles[pname][weather] = nil handles[pname][weather] = nil
end end
@ -70,12 +39,7 @@ end
local function handle_effect(player_data, prev_data) local function handle_effect(player_data, prev_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
for weather, value in pairs(data) do for weather, value in pairs(data) do
if prev_data[playername][weather] == nil if prev_data[playername][weather] == nil then
or value.color_correction == true
or prev_data[playername][weather].color_correction == true
or value.file ~= prev_data[playername][weather].file
or value.z_index ~= prev_data[playername][weather].z_index
then
apply_hud(playername, weather, value) apply_hud(playername, weather, value)
end end
end end
@ -101,3 +65,4 @@ end
climate_api.register_effect(EFFECT_NAME, start_effect, "start") climate_api.register_effect(EFFECT_NAME, start_effect, "start")
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick") climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.register_effect(EFFECT_NAME, stop_effect, "stop") climate_api.register_effect(EFFECT_NAME, stop_effect, "stop")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.MEDIUM_CYCLE)

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@ -1,215 +1,67 @@
--[[
# Particle Effect
Use this effect to render downfall or similar visuals using particles.
Expects a table as the parameter containing information for the spawner.
All values for ParticleSpawner definitions are valid.
See https://minetest.gitlab.io/minetest/definition-tables/#particlespawner-definition
Furthermore, the following default values have been changed:
- time <int> [0.5] (reduced time results in smoother position updates, but more lag)
- collisiondetection <bool> [true]
- collision_removal <bool> [true]
- playername <string> [current player] (Set to empty string to show for everyone)
- vertical <bool> [nil] (Unless explicitly set, particle facing rotation will be automatically set based on direction of velocity)
The following optional values have been introduced for convenience:
- boxsize <vector> [nil] (Overrides minpos and maxpos based on specified sizes per direction with the player in the center)
- boxsize <number> [nil] (If set to a number, the resulting vector will have the specified size in all directions)
- v_offset <int> [0] (Use in conjunctin with boxsize. Adds specified height to minpos and maxpos y-coordinates)
- attach_to_player <bool> [false] (Overrides attached object with current player)
The following optional values have been expanded with additional value types for convenience:
- size <int> [nil] (Overrides both minsize and maxsize if set)
- minvel <int> [nil] (Overrides minvel with a downward facing vector of specified length)
- maxvel <int> [nil] (Overrides maxvel with a downward facing vector of specified length)
- velocity <vector | int> [nil] (Overrides both minvel and maxvel if set)
- minacc <int> [nil] (Overrides minacc with a downward facing vector of specified length)
- maxacc <int> [nil] (Overrides maxacc with a downward facing vector of specified length)
- acceleration <vector | int> [nil] (Overrides both minacc and maxacc if set)
The following new behaviours have been introduced:
- use_wind <bool> [true] (Adjusts velocity and position for current windspeed)
- detach <bool> [false] (Unless enabled, considers positions as relative to current player as if spawner's position would be attached)
- adjust_for_velocity <bool> [true] (Corrects position of particle spawner by player's movement speed. Only applicable if detach = false and not manually attached)
]]
if not climate_mod.settings.particles then return end if not climate_mod.settings.particles then return end
local EFFECT_NAME = "climate_api:particles" local EFFECT_NAME = "climate_api:particles"
local CYCLE_LENGTH = climate_api.SHORT_CYCLE
-- parse config by injecting default values and adding additional parameters local function get_particle_texture(particles)
local function parse_config(player, particles) if type(particles.textures) == "nil" or next(particles.textures) == nil then
-- override default values with more useful ones return particles.texture
local defaults = { end
return particles.textures[math.random(#particles.textures)]
end
local function spawn_particles(player, particles)
local ppos = player:getpos()
local wind_x = climate_mod.state:get_float("wind_x")
local wind_z = climate_mod.state:get_float("wind_z")
local wind = vector.new(wind_x, 0, wind_z)
local wind_pos = vector.multiply(wind, -1)
local wind_speed = vector.length(wind)
local amount = particles.amount * climate_mod.settings.particle_count
local texture = get_particle_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 = vector.new({
x = wind.x,
y = -particles.falling_speed,
z = wind.z
})
local acc = vector.new({x=0, y=0, z=0})
local exp = particles.exptime
local vertical = math.abs(vector.normalize(vel).y) >= 0.6
minetest.add_particlespawner({
amount = amount,
time = 0.5, 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, collisiondetection = true,
collision_removal = true, collision_removal = true,
playername = player:get_player_name(), vertical = vertical,
use_wind = true, texture = texture,
attach_to_player = false, player = player:get_player_name()
detach = false, })
adjust_for_velocity = true
}
-- inject missing default values into specified config
local config = climate_api.utility.merge_tables(defaults, particles)
-- scale particle amount based on mod config
if particles.amount ~= nil then
config.amount = particles.amount * climate_mod.settings.particle_count
end
-- restore default visibility if specified
if particles.playername == "" then
config.playername = nil
end
-- provide easier param for exptime
if particles.expirationtime ~= nil then
config.minexptime = particles.expirationtime
config.maxexptime = particles.expirationtime
config.expirationtime = nil
end
-- provide easier param for size
if particles.size ~= nil then
config.minsize = particles.size
config.maxsize = particles.size
config.size = nil
end
-- randomly select a texture when given a table
if type(particles.texture) == "table" then
config.texture = particles.texture[math.random(#particles.texture)]
end
if particles.pos ~= nil then
config.minpos = particles.pos
config.maxpos = particles.pos
config.pos = nil
end
-- provide easier size based param for position
if type(particles.boxsize) == "number" then
particles.boxsize = {
x = particles.boxsize,
y = particles.boxsize,
z = particles.boxsize
}
end
if particles.boxsize ~= nil then
local size_x = particles.boxsize.x or 0
local size_y = particles.boxsize.y or 0
local size_z = particles.boxsize.z or 0
local v_offset = particles.v_offset or 0
v_offset = v_offset + (size_y / 2)
config.minpos = {
x = -size_x / 2,
y = v_offset - (size_y / 2),
z = -size_z / 2
}
config.maxpos = {
x = size_x / 2,
y = v_offset + (size_y / 2),
z = size_z / 2
}
config.size_x = nil
config.size_y = nil
config.size_z = nil
config.v_offset = nil
end
-- provide easy param to define unanimous falling speed
if particles.velocity ~= nil then
particles.minvel = particles.velocity
particles.maxvel = particles.velocity
config.velocity = nil
end
if type(particles.minvel) == "number" then
config.minvel = { x = 0, y = -particles.minvel, z = 0 }
end
if type(particles.maxvel) ~= nil then
config.maxvel = { x = 0, y = -particles.maxvel, z = 0 }
end
-- provide easy param to define unanimous falling acceleration
if particles.acceleration ~= nil then
particles.minacc = particles.acceleration
particles.maxacc = particles.acceleration
config.acceleration = nil
end
if type(particles.minacc) == "number" then
config.minacc = { x = 0, y = -particles.minacc, z = 0 }
end
if type(particles.maxacc) == "number" then
config.maxacc = { x = 0, y = -particles.maxacc, z = 0 }
end
-- attach particles to current player if specified
if config.attach_to_player then
config.attached = player
end
config.attach_to_player = nil
-- attach coordinates to player unless specified or already attached
if (not config.detach) and config.attached == nil then
local ppos = player:get_pos()
config.minpos = vector.add(config.minpos, ppos)
config.maxpos = vector.add(config.maxpos, ppos)
-- correct spawn coordinates to adjust for player movement
if config.adjust_for_velocity then
local velocity = player:get_velocity()
config.minpos = vector.add(config.minpos, velocity)
config.maxpos = vector.add(config.maxpos, velocity)
end
end
config.detach = nil
config.adjust_for_velocity = nil
-- move particles in wind direction
if config.use_wind then
local pos = vector.multiply(vector.add(config.minpos, config.maxpos), 0.5)
local wind = climate_api.environment.get_wind(pos)
-- adjust velocity to include wind
config.minvel = vector.add(config.minvel, wind)
config.maxvel = vector.add(config.maxvel, wind)
-- adjust spawn position for better visibility
local vel = vector.multiply(vector.add(config.minvel, config.maxvel), 0.5)
local windpos = vector.multiply(
vector.normalize(vel),
-vector.length(wind)
)
config.minpos = vector.add(config.minpos, windpos)
config.maxpos = vector.add(config.maxpos, windpos)
end
config.use_wind = nil
-- if unspecified, use 2D or 3D rotation based on movement direction
if particles.vertical == nil then
local vel = vector.multiply(vector.add(config.minvel, config.maxvel), 0.5)
config.vertical = math.abs(vector.normalize(vel).y) >= 0.6
end
return config
end end
local function handle_effect(player_data) 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 player = minetest.get_player_by_name(playername)
for weather, value in pairs(data) do for weather, value in pairs(data) do
local config = parse_config(player, value) spawn_particles(player, value)
minetest.add_particlespawner(config)
end 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.set_effect_cycle(EFFECT_NAME, CYCLE_LENGTH) climate_api.set_effect_cycle(EFFECT_NAME, climate_api.SHORT_CYCLE)

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@ -1,44 +1,47 @@
--[[
# Skybox Effect
Use this effect to modify a player's sky, clouds, sun, moon, or stars
Expects a table as the parameter containing the following values:
- ``sky_data <table>`` (optional): Sky paramaters to be applied using player.set_sky
- ``cloud_data <table>`` (optional): Cloud paramaters to be applied using player.set_clouds
- ``sun_data <table>`` (optional): Sun paramaters to be applied using player.set_sun
- ``moon_data <table>`` (optional): Sky paramaters to be applied using player.set_moon
- ``star_data <table>`` (optional): Sky paramaters to be applied using player.set_stars
- ``priority <number>`` (optional): A skybox with higher priority will override lower rated ones (defaults to 1)
]]
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 function handle_effect(player_data, prev_data) local function set_skybox(player, sky)
for playername, data in pairs(prev_data) do if sky.sky_data ~= nil then
for weather, _ in pairs(data) do player:set_sky(sky.sky_data)
if player_data[playername] == nil or player_data[playername][weather] == nil then end
climate_api.skybox.remove(playername, weather) if sky.cloud_data ~= nil then
player:set_clouds(sky.cloud_data)
end
if sky.moon_data ~= nil then
player:set_moon(sky.moon_data)
end
if sky.sun_data ~= nil then
player:set_sun(sky.sun_data)
end
if sky.stars_data ~= nil then
player:set_sun(sky.stars_data)
end end
end end
local function remove_skybox(player)
player:set_sky({ type = "regular", clouds = true})
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 = {}
for weather, value in pairs(data) do for weather, value in pairs(data) do
climate_api.skybox.add(playername, weather, value) climate_api.utility.merge_tables(sky, value)
end end
climate_api.skybox.update(playername) set_skybox(player, sky)
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
for weather, _ in pairs(data) do local player = minetest.get_player_by_name(playername)
climate_api.skybox.remove(playername, weather) remove_skybox(player)
end
climate_api.skybox.update(playername)
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(EFFECT_NAME, climate_api.LONG_CYCLE) --climate_api.set_effect_cycle("climate_api:skybox", climate_api.LONG_CYCLE)

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@ -1,32 +1,29 @@
--[[
# Sound Loop Effect
Use this effect to loop an ambient sound effect
Expects a table as the parameter containing the following values:
- ``name <string>``: Name of the played sound effect (without .ogg file ending)
- ``gain <number>`` (optional): Volume of the sound (defaults to 1.0)
- ``pitch <number>`` (optional): Pitch of the sound (defaults to 1.0)
]]
if not climate_mod.settings.sound then return end if not climate_mod.settings.sound then return end
local EFFECT_NAME = "climate_api:sound" local EFFECT_NAME = "climate_api:sound"
local FADE_DURATION = climate_api.LONG_CYCLE
local modpath = minetest.get_modpath(minetest.get_current_modname()) local handles = {}
local soundloop = dofile(modpath .. "/lib/soundloop.lua") local function start_sound(pname, weather, sound)
if handles[pname] == nil then handles[pname] = {} end
local function start_sound(pname, sound) if handles[pname][weather] ~= nil then return end
return soundloop.play(pname, sound, FADE_DURATION) local handle = minetest.sound_play(sound, {
to_player = pname,
loop = true
})
handles[pname][weather] = handle
end end
local function stop_sound(pname, sound) local function stop_sound(pname, weather, sound)
return soundloop.stop(pname, sound, FADE_DURATION) if handles[pname] == nil or handles[pname][weather] == nil then return end
local handle = handles[pname][weather]
minetest.sound_stop(handle)
handles[pname][weather] = nil
end end
local function start_effect(player_data) local function start_effect(player_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
for weather, value in pairs(data) do for weather, value in pairs(data) do
start_sound(playername, value) start_sound(playername, weather, value)
end end
end end
end end
@ -35,7 +32,7 @@ local function handle_effect(player_data, prev_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
for weather, value in pairs(data) do for weather, value in pairs(data) do
if prev_data[playername][weather] == nil then if prev_data[playername][weather] == nil then
start_sound(playername, value) start_sound(playername, weather, value)
end end
end end
end end
@ -43,16 +40,17 @@ local function handle_effect(player_data, prev_data)
for playername, data in pairs(prev_data) do for playername, data in pairs(prev_data) do
for weather, value in pairs(data) do for weather, value in pairs(data) do
if player_data[playername][weather] == nil then if player_data[playername][weather] == nil then
stop_sound(playername, value) stop_sound(playername, weather, value)
end end
end end
end end
end end
local function stop_effect(prev_data) local function stop_effect(prev_data)
minetest.log(dump2(prev_data, "stop_effect"))
for playername, data in pairs(prev_data) do for playername, data in pairs(prev_data) do
for weather, value in pairs(data) do for weather, value in pairs(data) do
stop_sound(playername, value) stop_sound(playername, weather, value)
end end
end end
end end
@ -60,3 +58,4 @@ end
climate_api.register_effect(EFFECT_NAME, start_effect, "start") climate_api.register_effect(EFFECT_NAME, start_effect, "start")
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick") climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.register_effect(EFFECT_NAME, stop_effect, "stop") climate_api.register_effect(EFFECT_NAME, stop_effect, "stop")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.LONG_CYCLE)

View File

@ -1,22 +1,17 @@
-- warn about outdated Minetest versions
assert(minetest.add_particlespawner, "[Climate API] This mod requires a more current version of Minetest") assert(minetest.add_particlespawner, "[Climate API] This mod requires a more current version of Minetest")
-- initialize global API interfaces
climate_api = {} climate_api = {}
climate_mod = {} climate_mod = {}
-- set mod path for file imports
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname) local modpath = minetest.get_modpath(modname)
-- retrieve boolean value from mod config
local function get_setting_bool(name, default) local function get_setting_bool(name, default)
local value = minetest.settings:get_bool("climate_api_" .. name) local value = minetest.settings:get_bool("climate_api_" .. name)
if type(value) == "nil" then value = default end if type(value) == "nil" then value = default end
return minetest.is_yes(value) return minetest.is_yes(value)
end end
-- retrive numeric value from mod config
local function get_setting_number(name, default) local function get_setting_number(name, default)
local value = minetest.settings:get("climate_api_" .. name) local value = minetest.settings:get("climate_api_" .. name)
if type(value) == "nil" then value = default end if type(value) == "nil" then value = default end
@ -25,8 +20,6 @@ end
-- load settings from config file -- load settings from config file
climate_mod.settings = { climate_mod.settings = {
damage = get_setting_bool("damage", true),
raycast = get_setting_bool("raycast", true),
particles = get_setting_bool("particles", true), particles = get_setting_bool("particles", true),
skybox = get_setting_bool("skybox", true), skybox = get_setting_bool("skybox", true),
sound = get_setting_bool("sound", true), sound = get_setting_bool("sound", true),
@ -34,65 +27,33 @@ 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),
particle_count = get_setting_number("particle_count", 1), particle_count = get_setting_number("particle_count", 1)
tick_speed = get_setting_number("tick_speed", 1),
volume = get_setting_number("volume", 1),
ceiling_checks = get_setting_number("ceiling_checks", 10)
} }
climate_mod.i18n = minetest.get_translator("climate_api") -- initiate empty registers
-- attempt to disable MTG weather mod
if climate_mod.settings.skybox and minetest.get_modpath("weather") then
if weather ~= nil and weather.get ~= nil then
weather.get = function(player)
return {}
end
elseif minetest.settings:get_bool("enable_weather") then
-- old version with no API support
-- warn about clouds being overriden by MTG weather
minetest.log("warning", "[Regional Weather] " ..
climate_mod.i18n("Disable MTG weather for the best experience. Check the forum for more information."))
end
end
-- initialize empty registers
climate_mod.weathers = {} climate_mod.weathers = {}
climate_mod.effects = {} climate_mod.effects = {}
climate_mod.cycles = {} climate_mod.cycles = {}
climate_mod.global_environment = {}
climate_mod.global_influences = {}
climate_mod.influences = {} climate_mod.influences = {}
climate_mod.current_weather = {} climate_mod.current_weather = {}
climate_mod.current_effects = {} climate_mod.current_effects = {}
climate_mod.forced_weather = {} climate_mod.forced_weather = {}
climate_mod.forced_enviroment = {}
-- handle persistent mod storage
climate_mod.state = dofile(modpath .. "/lib/datastorage.lua")
-- import core API -- import core API
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")
climate_api.player_physics = dofile(modpath .. "/lib/player_physics.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_mod.world = dofile(modpath .. "/lib/world.lua") climate_mod.world = dofile(modpath .. "/lib/world.lua")
climate_mod.trigger = dofile(modpath .. "/lib/trigger.lua") climate_mod.trigger = dofile(modpath .. "/lib/trigger.lua")
-- start event loop and register chat commands
dofile(modpath.."/lib/main.lua") dofile(modpath.."/lib/main.lua")
dofile(modpath.."/lib/commands.lua") dofile(modpath.."/lib/commands.lua")
-- register environment influences
dofile(modpath .. "/lib/influences.lua")
-- import predefined environment effects -- import predefined environment effects
dofile(modpath .. "/ca_effects/damage.lua")
dofile(modpath .. "/ca_effects/hud_overlay.lua") dofile(modpath .. "/ca_effects/hud_overlay.lua")
dofile(modpath .. "/ca_effects/particles.lua") dofile(modpath .. "/ca_effects/particles.lua")
dofile(modpath .. "/ca_effects/skybox.lua") dofile(modpath .. "/ca_effects/skybox.lua")

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@ -1,16 +1,12 @@
-- initialize API interface
local api = {} local api = {}
-- define various standard effect cycle lengths api.SHORT_CYCLE = 0.03 -- for particles and fast animations
api.SHORT_CYCLE = 0 -- for particles and fast animations (use GSCYCLE) api.DEFAULT_CYCLE = 0.1 -- for most effect types
api.DEFAULT_CYCLE = 2.0 -- for most effect types api.MEDIUM_CYCLE = 2.0 -- for ressource intensive tasks
api.LONG_CYCLE = 5.0 -- for ressource intensive tasks or timed effects api.LONG_CYCLE = 5.0 -- for write operations and skybox changes
-- register new weather presets (like rain)
-- @param name <string> Unique preset name, ideally prefixed
-- @param conditions <table> A collection of required influences
-- @param effects <table> A <table> containing all applied effects as keys and parameters as values
function api.register_weather(name, conditions, effects) function api.register_weather(name, conditions, effects)
-- TODO: check and sanitize
climate_mod.weathers[name] = { climate_mod.weathers[name] = {
conditions = conditions, conditions = conditions,
effects = effects, effects = effects,
@ -18,14 +14,10 @@ function api.register_weather(name, conditions, effects)
} }
end end
-- register new weather effects (like particles)
-- @param name <string> Unique effect name, ideally prefixed
-- @param handler <function> A function to be called when the effect is active
-- @param htype <string: start|tick|stop> Determines when the function is called
function api.register_effect(name, handler, htype) function api.register_effect(name, handler, htype)
-- check for valid handler types -- check for valid handler types
if htype ~= "start" and htype ~= "tick" and htype ~= "stop" then if htype ~= "start" and htype ~= "tick" and htype ~= "stop" then
minetest.log("warning", "[Climate API] Effect " .. dump(name) .. " uses invalid callback type: " .. dump(htype)) minetest.log("warning", "[Climate API] Invalid effect handler type: " .. htype)
return return
end end
-- create effect handler registry if not existent yet -- create effect handler registry if not existent yet
@ -37,66 +29,49 @@ function api.register_effect(name, handler, htype)
table.insert(climate_mod.effects[name][htype], handler) table.insert(climate_mod.effects[name][htype], handler)
end end
-- set cycle length of given effect
-- @param name <string> Name of the affected effect
-- @param cycle <number> Duration between function calls
function api.set_effect_cycle(name, cycle) function api.set_effect_cycle(name, cycle)
climate_mod.cycles[name].timespan = cycle climate_mod.cycles[name].timespan = cycle
end end
-- register new environment influence that is independent of position --[[function api.register_influence(name, func)
-- @param name <string> Unique influence name
-- @param func <function> Returns current influence value for entire world
function api.register_global_influence(name, func)
climate_mod.global_influences[name] = func
end
-- register new environment influence based on position
-- @param name <string> Unique influence name
-- @param func <function> Returns current influence value for given position
function api.register_influence(name, func)
climate_mod.influences[name] = func climate_mod.influences[name] = func
end end]]
-- register new Active Block Modifier dependent on weather status
-- Uses same config as Minetest.register_abm() but also adds
-- conditions similiar to weather presets and provides local environment
-- to action event handler as third parameter.
-- @param config <table> ABM configuration with additional information
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
-- override action handler to inject weather status
local override = function(pos, node) local override = function(pos, node)
local env = climate_mod.trigger.get_position_environment(pos)
if type(pos_override) == "function" then if type(pos_override) == "function" then
pos = pos_override(pos) pos = pos_override(pos)
node = minetest.get_node(pos)
end end
-- get environment influences for current position
local env = climate_mod.trigger.get_position_environment(pos)
if conditions == nil then if conditions == nil then
return action(pos, node, env) return action(pos, node, env)
end end
-- check if all conditions are met minetest.log(dump2(env, "env"))
minetest.log(dump2(conditions, "conditions"))
for condition, goal in pairs(conditions) do for condition, goal in pairs(conditions) do
local is_applicable = climate_mod.trigger.test_condition(condition, env, goal) local value = env[condition:sub(5)]
if not is_applicable then return end if condition:sub(1, 4) == "min_" then
if type(value) == "nil" or goal > value then return end
elseif condition:sub(1, 4) == "max_" then
if type(value) == "nil" or goal <= value then return end
else
value = env[condition]
if type(value) == "nil" or goal ~= value then return end
end
end end
return action(pos, node, env) return action(pos, node, env)
end end
-- register overridden abm setup
config.conditions = nil config.conditions = nil
config.action = override config.action = override
minetest.register_abm(config) minetest.register_abm(config)
end end
-- return supplied API endpoint
return api return api

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@ -1,3 +1,6 @@
local mod_player_monoids = minetest.get_modpath("player_monoids") ~= nil
local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil
local utility = {} local utility = {}
function utility.rangelim(value, min, max) function utility.rangelim(value, min, max)
@ -30,5 +33,31 @@ function utility.normalized_cycle(value)
return math.cos((2 * value + 1) * math.pi) / 2 + 0.5 return math.cos((2 * value + 1) * math.pi) / 2 + 0.5
end end
-- override player physics
-- use utility mod if possible to avoid conflict
function utility.add_physics(id, player, effect, value)
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
-- reset player phsysics to normal
function utility.remove_physics(id, player, 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
return utility return utility

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@ -1,7 +1,3 @@
local S = climate_mod.i18n
-- parse heat values into readable format
-- also convert to Celsius if configured
local function parse_heat(heat) local function parse_heat(heat)
local indicator = "°F" local indicator = "°F"
if not climate_mod.settings.fahrenheit then if not climate_mod.settings.fahrenheit then
@ -12,16 +8,13 @@ local function parse_heat(heat)
return heat .. indicator return heat .. indicator
end end
-- register weather privilege in order to modify the weather status
minetest.register_privilege("weather", { minetest.register_privilege("weather", {
description = S("Make changes to the current weather"), description = "Make changes to the current weather",
give_to_singleplayer = false give_to_singleplayer = false
}) })
-- display general information on current weather
minetest.register_chatcommand("weather", { minetest.register_chatcommand("weather", {
description = S("Display weather information"), description ="Display weather information",
func = function(playername) func = function(playername)
local player = minetest.get_player_by_name(playername) local player = minetest.get_player_by_name(playername)
local ppos = player:get_pos() local ppos = player:get_pos()
@ -31,161 +24,82 @@ minetest.register_chatcommand("weather", {
local humidity = math.floor(climate_api.environment.get_humidity(ppos) * 100) / 100 local humidity = math.floor(climate_api.environment.get_humidity(ppos) * 100) / 100
local msg = "" local msg = ""
if #weathers > 0 then if #weathers > 0 then
msg = msg .. S("The following weather presets are active for you:") .. " " msg = msg .. "The following weather presets are active for you: "
for _, weather in ipairs(weathers) do for _, weather in ipairs(weathers) do
msg = msg .. weather .. ", " msg = msg .. weather .. ", "
end end
msg = msg:sub(1, #msg-2) .. "\n" msg = msg:sub(1, #msg-2) .. "\n"
else else
msg = msg .. S("Your sky is clear. No weather presets are currently active.") .. "\n" msg = msg .. "Your sky is clear. No weather presets are currently active.\n"
end end
if #effects > 0 then if #effects > 0 then
msg = msg .. S("As a result, the following environment effects are applied:") .. " " msg = msg .. "As a result, the following environment effects are applied: "
for _, effect in ipairs(effects) do for _, effect in ipairs(effects) do
msg = msg .. effect .. ", " msg = msg .. effect .. ", "
end end
msg = msg:sub(1, #msg-2) .. "\n" msg = msg:sub(1, #msg-2) .. "\n"
end end
local heat_desc local heat_desc
if heat > 80 then heat_desc = S("scorching") if heat > 80 then heat_desc = "scorching"
elseif heat > 50 then heat_desc = S("pleasant") elseif heat > 50 then heat_desc = "pleasant"
else heat_desc = S("chilly") end else heat_desc = "chilly" end
msg = msg .. S("It is a @1 @2 right now and humidity is at @3%.", heat_desc, parse_heat(heat), humidity) .. "\n" msg = msg .. "It is a " .. heat_desc .. " " .. parse_heat(heat) .. " right now and "
msg = msg .. "humidity is at " .. humidity .. "%.\n"
minetest.chat_send_player(playername, msg) minetest.chat_send_player(playername, msg)
end end
}) })
-- set base heat to increase or decrease global climate temperatures
minetest.register_chatcommand("set_base_heat", {
params = S("<heat>"),
description = S("Override the weather algorithm's base heat"),
privs = { weather = true },
func = function(playername, param)
if param == nil or param == "" then
minetest.chat_send_player(playername, S("Provide a number to modify the base heat"))
return
end
if param == "auto" then param = 0 end
climate_mod.settings.heat = tonumber(param) or 0
minetest.chat_send_player(playername, S("Base heat changed"))
end
})
-- override global heat levels with given value
minetest.register_chatcommand("set_heat", { minetest.register_chatcommand("set_heat", {
params = S("<heat>"), params = "<heat>",
description = S("Override the weather algorithm's heat"), description = "Override the weather algorithm's base heat",
privs = { weather = true }, privs = { weather = true },
func = function(playername, param) func = function(playername, param)
if param == nil or param == "" then if param == nil or param == "" then
minetest.chat_send_player(playername, S("Provide a number to modify the heat")) minetest.chat_send_player(playername, "Provide a number to modify the base heat")
return return
end end
if param == "auto" then climate_mod.settings.heat = tonumber(param)
climate_mod.forced_enviroment.heat = nil minetest.chat_send_player(playername, "Heat changed")
minetest.chat_send_player(playername, S("Heat value reset"))
else
climate_mod.forced_enviroment.heat = tonumber(param) or 0
minetest.chat_send_player(playername, S("Heat value changed"))
end
end end
}) })
-- set base heat to increase or decrease global climate humidity
minetest.register_chatcommand("set_base_humidity", {
params = S("<humidity>"),
description = S("Override the weather algorithm's base humidity"),
privs = { weather = true },
func = function(playername, param)
if param == "auto" then param = 0 end
if param == nil or param == "" then
minetest.chat_send_player(playername, S("Provide a number to modify the base humidity"))
return
end
climate_mod.settings.humidity = tonumber(param) or 0
minetest.chat_send_player(playername, S("Base humidity changed"))
end
})
-- override global humidity with given value
minetest.register_chatcommand("set_humidity", { minetest.register_chatcommand("set_humidity", {
params = S("<humidity>"), params = "<humidity>",
description = S("Override the weather algorithm's humidity"), description = "Override the weather algorithm's base humidity",
privs = { weather = true }, privs = { weather = true },
func = function(playername, param) func = function(playername, param)
if param == nil or param == "" then if param == nil or param == "" then
minetest.chat_send_player(playername, S("Provide a number to modify the humidity")) minetest.chat_send_player(playername, "Provide a number to modify the base humidity")
return return
end end
if param == "auto" then climate_mod.settings.humidity = tonumber(param)
climate_mod.forced_enviroment.humidity = nil minetest.chat_send_player(playername, "Humidity changed")
minetest.chat_send_player(playername, S("Humidity value reset"))
else
climate_mod.forced_enviroment.humidity = tonumber(param) or 0
minetest.chat_send_player(playername, S("Humidity value changed"))
end
end end
}) })
-- override wind direction and speed with given values
minetest.register_chatcommand("set_wind", {
params = S("<wind>"),
description = S("Override the weather algorithm's windspeed"),
privs = { weather = true },
func = function(playername, param)
if param == nil or param == "" then
minetest.chat_send_player(playername, S("Provide a vector of two numbers to modify the wind"))
return
end
local arguments = {}
for w in param:gmatch("%S+") do table.insert(arguments, w) end
local arg1 = arguments[1]
local wind_x = tonumber(arguments[1])
local wind_z = tonumber(arguments[2])
if arg1 == "auto" then
climate_mod.forced_enviroment.wind = nil
minetest.chat_send_player(playername, S("Wind reset"))
elseif wind_x == nil or wind_z == nil then
minetest.chat_send_player(playername, S("Invalid wind configuration"))
else
climate_mod.forced_enviroment.wind = vector.new({
x = wind_x,
y = 0,
z = wind_z
})
minetest.chat_send_player(playername, S("Wind changed"))
end
end
})
-- display current mod config
minetest.register_chatcommand("weather_settings", { minetest.register_chatcommand("weather_settings", {
description = S("Print the active Climate API configuration"), description = "Print the active Climate API configuration",
func = function(playername) func = function(playername)
minetest.chat_send_player(playername, S("Current Settings") .. "\n================") minetest.chat_send_player(playername, "Current Settings\n================")
for setting, value in pairs(climate_mod.settings) do for setting, value in pairs(climate_mod.settings) do
minetest.chat_send_player(playername, dump2(value, setting)) minetest.chat_send_player(playername, dump2(value, setting))
end end
end end
}) })
-- force a weather preset or disable it
minetest.register_chatcommand("set_weather", { minetest.register_chatcommand("set_weather", {
params = S("<weather> <status>"), params ="<weather> <status>",
description = S("Turn the specified weather preset on or off for all players or reset it to automatic"), description ="Turn the specified weather preset on or off for all players or reset it to automatic",
privs = { weather = true }, privs = { weather = true },
func = function(playername, param) func = function(playername, param)
local arguments = {} local arguments = {}
for w in param:gmatch("%S+") do table.insert(arguments, w) end for w in param:gmatch("%S+") do table.insert(arguments, w) end
local weather = arguments[1] local weather = arguments[1]
if weather == nil or climate_mod.weathers[weather] == nil then if climate_mod.weathers[weather] == nil then
minetest.chat_send_player(playername, S("Unknown weather preset")) minetest.chat_send_player(playername, "Unknown weather preset")
return return
end end
local status local status
if arguments[2] == nil or arguments[2] == "" then
arguments[2] = "on"
end
if arguments[2] == "on" then if arguments[2] == "on" then
status = true status = true
elseif arguments[2] == "off" then elseif arguments[2] == "off" then
@ -193,19 +107,18 @@ minetest.register_chatcommand("set_weather", {
elseif arguments[2] == "auto" then elseif arguments[2] == "auto" then
status = nil status = nil
else else
minetest.chat_send_player(playername, S("Invalid weather status. Set the preset to either on, off or auto.")) minetest.chat_send_player(playername, "Invalid weather status. Set the preset to either on, off or auto.")
return return
end end
climate_mod.forced_weather[weather] = status climate_mod.forced_weather[weather] = status
minetest.chat_send_player(playername, S("Weather @1 successfully set to @2", weather, arguments[2])) minetest.chat_send_player(playername, "Weather " .. weather .. " successfully set to " .. arguments[2])
end end
}) })
-- list all weather presets and whether they have been forced or disabled
minetest.register_chatcommand("weather_status", { minetest.register_chatcommand("weather_status", {
description = S("Prints which weather presets are enforced or disabled"), description = "Prints which weather presets are enforced or disabled",
func = function(playername) func = function(playername)
minetest.chat_send_player(playername, S("Current activation rules:") .. "\n================") minetest.chat_send_player(playername, "Current activation rules:\n================")
for weather, _ in pairs(climate_mod.weathers) do for weather, _ in pairs(climate_mod.weathers) do
local status = "auto" local status = "auto"
if climate_mod.forced_weather[weather] == true then if climate_mod.forced_weather[weather] == true then
@ -217,30 +130,3 @@ minetest.register_chatcommand("weather_status", {
end end
end end
}) })
-- show all environment influences and their values for the executing player
minetest.register_chatcommand("weather_influences", {
description = S("Prints which weather influences cause your current weather"),
func = function(playername)
minetest.chat_send_player(playername, S("Current influences rules:") .. "\n================")
local player = minetest.get_player_by_name(playername)
local influences = climate_mod.trigger.get_player_environment(player)
for influence, value in pairs(influences) do
minetest.chat_send_player(playername, dump2(value, influence))
end
end
})
-- used to debug downfall
minetest.register_chatcommand("explain_humidity", {
description = S("Explains how the humidity value got calculated"),
func = function(playername)
local base = climate_mod.settings.humidity
local biome = minetest.get_humidity((minetest.get_player_by_name(playername)):get_pos())
local random = climate_mod.state:get_float("humidity_random");
local random_base = climate_mod.state:get_float("humidity_base");
minetest.chat_send_player(playername, dump2(base, "base"))
minetest.chat_send_player(playername, dump2(biome, "biome"))
minetest.chat_send_player(playername, dump2(random, "random"))
end
})

View File

@ -1,12 +1,13 @@
local state = minetest.get_mod_storage() local state = minetest.get_mod_storage()
if not state:contains("heat_random") then if not state:contains("noise_timer") then
state:from_table({ state:from_table({
heat_random = 1, heat_random = 1,
humidity_random = 1, humidity_random = 1,
humidity_base = 50, humidity_base = 50,
wind_x = 0.5, wind_x = 0.5,
wind_z = 0.5 wind_z = 0.5,
noise_timer = math.random(0, 300000)
}) })
end end

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@ -1,36 +1,44 @@
local environment = {} local environment = {}
function environment.get_heat(pos) local function get_heat_time()
if climate_mod.forced_enviroment.heat ~= nil then local time = minetest.get_timeofday()
return climate_mod.forced_enviroment.heat return climate_api.utility.normalized_cycle(time) * 0.6 + 0.7
end end
local function get_heat_calendar()
-- European 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)
return climate_api.utility.rangelim((-y + 10) / 15, -10, 10)
end
function environment.get_heat(pos)
local base = climate_mod.settings.heat local base = climate_mod.settings.heat
local biome = minetest.get_heat(pos) local biome = minetest.get_heat(pos)
local height = climate_api.utility.rangelim((-pos.y + 10) / 15, -10, 10) local height = get_heat_height(pos.y)
local time = climate_api.utility.normalized_cycle(minetest.get_timeofday()) * 0.6 + 0.7 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 * random) return (base + biome + height) * time * date * random
end end
function environment.get_humidity(pos) function environment.get_humidity(pos)
if climate_mod.forced_enviroment.humidity ~= nil then
return climate_mod.forced_enviroment.humidity
end
local base = climate_mod.settings.humidity local base = climate_mod.settings.humidity
local biome = minetest.get_humidity(pos) local biome = minetest.get_humidity(pos)
local random = climate_mod.state:get_float("humidity_random"); local random = climate_mod.state:get_float("humidity_random");
return base + ((biome * 0.7 + 40 * 0.3) * random) local random_base = climate_mod.state:get_float("humidity_base");
end --[[for _, player in ipairs(minetest.get_connected_players()) do
local pname = player:get_player_name()
function environment.get_wind(pos) minetest.chat_send_player(pname, dump2(biome, "biome"))
if climate_mod.forced_enviroment.wind ~= nil then minetest.chat_send_player(pname, dump2(random_base, "random_base"))
return climate_mod.forced_enviroment.wind minetest.chat_send_player(pname, dump2(random, "random"))
end minetest.chat_send_player(pname, dump2((base + biome * 0.7 + random_base * 0.3) * random, "total"))
local wind_x = climate_mod.state:get_float("wind_x") end]]
local wind_z = climate_mod.state:get_float("wind_z") return (base + biome * 0.7 + random_base * 0.3) * random
local base_wind = vector.new({ x = wind_x, y = 0, z = wind_z })
local height_modifier = climate_api.utility.sigmoid(pos.y, 2, 0.02, 1)
return vector.multiply(base_wind, height_modifier)
end end
function environment.get_weather_presets(player) function environment.get_weather_presets(player)

View File

@ -1,80 +1,30 @@
climate_api.register_influence("heat", climate_api.register_influence("heat", function(player)
climate_api.environment.get_heat return climate_mod.get_heat(player:get_pos())
)
climate_api.register_influence("base_heat",
minetest.get_heat
)
climate_api.register_influence("humidity",
climate_api.environment.get_humidity
)
climate_api.register_influence("biome_humidity",
minetest.get_humidity
)
-- see https://en.wikipedia.org/wiki/Dew_point#Simple_approximation
climate_api.register_influence("dewpoint", function(pos)
local heat = climate_api.environment.get_heat(pos)
local humidity = climate_api.environment.get_humidity(pos)
return heat - (9/25 * (100 - humidity))
end) end)
climate_api.register_influence("base_dewpoint", function(pos) climate_api.register_influence("humidity", function(player)
local heat = minetest.get_heat(pos) return climate_mod.get_humidity(player:get_pos())
local humidity = minetest.get_humidity(pos)
return heat - (9/25 * (100 - humidity))
end) end)
climate_api.register_influence("biome", function(pos) climate_api.register_influence("windspeed", function(player)
local data = minetest.get_biome_data(pos) local wind_x = climate_mod.state:get_float("wind_x")
local biome = minetest.get_biome_name(data.biome) local wind_z = climate_mod.state:get_float("wind_z")
return biome return vector.length({x = wind_x, y = 0, z = wind_z})
end) end)
climate_api.register_influence("windspeed", function(pos) climate_api.register_influence("wind_x", function(player)
local wind = climate_api.environment.get_wind(pos) return climate_mod.state:get_float("wind_x")
return vector.length(wind)
end) end)
climate_api.register_global_influence("wind_yaw", function() climate_api.register_influence("wind_z", function(player)
local wind = climate_api.environment.get_wind({x = 0, y = 0, z = 0}) return climate_mod.state:get_float("wind_z")
if vector.length(wind) == 0 then return 0 end
return minetest.dir_to_yaw(wind)
end) end)
climate_api.register_influence("height", function(pos) climate_api.register_influence("height", function(player)
return pos.y local ppos = player:get_pos()
return ppos.y
end) end)
climate_api.register_influence("light", function(pos) climate_api.register_influence("light", function(player)
pos = vector.add(pos, {x = 0, y = 1, z = 0}) return minetest.env:get_node_light(player:get_pos(), 0.5)
return minetest.get_node_light(pos) or 0
end) end)
climate_api.register_influence("daylight", function(pos)
pos = vector.add(pos, {x = 0, y = 1, z = 0})
return minetest.get_natural_light(pos, 0.5) or 0
end)
climate_api.register_influence("indoors", function(pos)
pos = vector.add(pos, {x = 0, y = 1, z = 0})
local daylight = minetest.get_natural_light(pos, 0.5) or 0
-- max light is 15 but allow adjacent nodes to still be outdoors
-- to reduce effect switching on and off when walking underneath single nodes
if daylight < 14 then return true end
for i = 1, climate_mod.settings.ceiling_checks do
local lpos = vector.add(pos, {x = 0, y = i, z = 0})
local node = minetest.get_node_or_nil(lpos)
if node ~= nil and node.name ~= "air" and node.name ~= "ignore" then
return true
end
end
return false
end)
climate_api.register_global_influence("time",
minetest.get_timeofday
)

View File

@ -1,39 +1,26 @@
local GSCYCLE = 0.06 * climate_mod.settings.tick_speed -- only process event loop after this amount of time local GSCYCLE = 0.03
local WORLD_CYCLE = 30.00 * climate_mod.settings.tick_speed -- only update global environment influences after this amount of time local WORLD_CYCLE = 2
local gs_timer = 0 local gs_timer = 0
local world_timer = 0 local world_timer = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
local player_list = minetest.get_connected_players()
if #player_list == 0 then return end
gs_timer = gs_timer + dtime gs_timer = gs_timer + dtime
world_timer = world_timer + dtime world_timer = world_timer + dtime
if gs_timer + dtime < GSCYCLE then return else gs_timer = 0 end if gs_timer + dtime < GSCYCLE then return else gs_timer = 0 end
if world_timer >= WORLD_CYCLE then if world_timer >= WORLD_CYCLE then
local noise_timer = climate_mod.state:get_float("noise_timer") + world_timer
world_timer = 0 world_timer = 0
climate_mod.world.update_status(minetest.get_gametime()) climate_mod.state:set_float("noise_timer", noise_timer)
climate_mod.global_environment = climate_mod.trigger.get_global_environment() climate_mod.world.update_status(noise_timer)
end end
local previous_effects = table.copy(climate_mod.current_effects) local previous_effects = table.copy(climate_mod.current_effects)
-- skip weather changes for offline players local current_effects = climate_mod.trigger.get_active_effects()
for effect, data in pairs(previous_effects) do
for playername, _ in pairs(data) do
if not minetest.get_player_by_name(playername) then
previous_effects[effect][playername] = nil
end
end
end
local current_effects = climate_mod.trigger.get_active_effects(player_list)
for name, effect in pairs(climate_mod.effects) do for name, effect in pairs(climate_mod.effects) do
local cycle = climate_mod.cycles[name].timespan * climate_mod.settings.tick_speed if climate_mod.cycles[name].timespan < climate_mod.cycles[name].timer + dtime then
if cycle < climate_mod.cycles[name].timer + dtime then
climate_mod.cycles[name].timer = 0 climate_mod.cycles[name].timer = 0
climate_mod.current_effects[name] = current_effects[name] climate_mod.current_effects[name] = current_effects[name]
climate_mod.trigger.call_handlers(name, current_effects[name], previous_effects[name]) climate_mod.trigger.call_handlers(name, current_effects[name], previous_effects[name])

View File

@ -1,87 +0,0 @@
local mod_player_monoids = minetest.get_modpath("player_monoids") ~= nil
local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil
local mod_pova = minetest.get_modpath("pova") ~= nil
local physics = {}
-- use player monoids if available
if mod_player_monoids then
function physics.add(id, player, effect, value)
player_monoids[effect]:add_change(player, value, id)
end
function physics.remove(id, player, effect)
player_monoids[effect]:del_change(player, id)
end
-- fallback to playerphysics if available
elseif mod_playerphysics then
function physics.add(id, player, effect, value)
playerphysics.add_physics_factor(player, effect, id, value)
end
function physics.remove(id, player, effect)
playerphysics.remove_physics_factor(player, effect, id)
end
-- fallback to pova if available
-- pova uses additive effect modifiers
-- this tries to simulate multiplication
-- by including the default value in modifier calculation
elseif mod_pova then
function physics.add(id, player, effect, value)
local playername = player:get_player_name()
local defaults = pova.get_override(playername, "default")
local default
if defaults == nil or defaults[effect] == nil then default = 1
else default = defaults[effect] end
local override = {}
override[effect] = (value * default) - default
pova.add_override(playername, id, override)
pova.do_override(player)
end
function physics.remove(id, player, effect)
local playername = player:get_player_name()
pova.del_override(playername, id)
pova.do_override(player)
end
-- fallback to vanilla override as last resort
else
local function apply_physics(player)
local playername = player:get_player_name()
local override = { speed = 1, jump = 1, gravity = 1 }
for effect, modifiers in pairs(physics[playername]) do
override[effect] = 1
for _, modifier in pairs(modifiers) do
override[effect] = override[effect] * modifier
end
end
player:set_physics_override(override)
end
function physics.add(id, player, effect, value)
local playername = player:get_player_name()
if physics[playername] == nil then physics[playername] = {} end
if physics[playername][effect] == nil then physics[playername][effect] = {} end
physics[playername][effect][id] = value
apply_physics(player)
end
function physics.remove(id, player, effect)
local playername = player:get_player_name()
if physics[playername] == nil then return end
if physics[playername][effect] == nil then return end
if physics[playername][effect][id] == nil then return end
physics[playername][effect][id] = nil
apply_physics(player)
end
minetest.register_on_leaveplayer(function(player)
local playername = player:get_player_name()
physics[playername] = nil
end)
end
return physics

View File

@ -1,120 +0,0 @@
local mod_lighting_monoid = minetest.get_modpath("lighting_monoid") ~= nil
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 = "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
},
light_data = {
shadow_intensity = 0.33,
saturation = 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 player == nil or 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)
local lighting = {
shadows = { intensity = sky.light_data.shadow_intensity },
saturation = sky.light_data.saturation
}
lighting_monoid:add_change(player, lighting, "climate_api:merged_lighting")
end
function skybox.update(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(playername, name, sky)
if layers[playername] == nil then layers[playername] = {} end
layers[playername][name] = sky
end
function skybox.remove(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

View File

@ -1,56 +0,0 @@
local soundloop = {}
local sounds = {}
local function parse_sound(sound)
if type(sound) == "string" then
return { name = sound, gain = 1, pitch = 1 }
end
if sound.gain == nil then sound.gain = 1 end
if sound.pitch == nil then sound.pitch = 1 end
return sound
end
soundloop.play = function(player, sound, fade)
sound = parse_sound(sound)
if fade == nil then fade = 1 end
local step
local handle
local start_gain
if sounds[player] == nil then sounds[player] = {} end
if sounds[player][sound.name] == nil then
step = sound.gain / fade
elseif sounds[player][sound.name] ~= sound.gain then
minetest.sound_stop(sounds[player][sound.name].handle)
start_gain = sounds[player][sound.name].gain
local change = sound.gain - start_gain
step = change / fade
else
return
end
handle = minetest.sound_play(sound.name, {
to_player = player,
loop = true,
gain = 0
})
sounds[player][sound.name] = {
gain = sound.gain,
handle = handle
}
minetest.sound_fade(handle, step, sound.gain)
return handle
end
soundloop.stop = function(player, sound, fade)
sound = parse_sound(sound)
if sounds[player] == nil or sounds[player][sound.name] == nil then
return
end
if fade == nil then fade = 1 end
local handle = sounds[player][sound.name].handle
local step = -sounds[player][sound.name].gain / fade
minetest.sound_fade(handle, step, 0)
sounds[player][sound.name].gain = 0
minetest.after(fade, minetest.sound_stop, handle)
end
return soundloop

View File

@ -1,53 +1,38 @@
local trigger = {} local trigger = {}
function trigger.get_global_environment()
local env = {}
for influence, func in pairs(climate_mod.global_influences) do
env[influence] = func()
end
return env
end
function trigger.get_position_environment(pos) function trigger.get_position_environment(pos)
local env = trigger.get_global_environment() local wind_x = climate_mod.state:get_float("wind_x")
for influence, func in pairs(climate_mod.influences) do local wind_z = climate_mod.state:get_float("wind_z")
env[influence] = func(pos)
end local env = {}
env.pos = pos
env.height = pos.y
env.wind = vector.new(wind_x, 0, wind_z)
env.windspeed = vector.length(env.wind)
env.heat = climate_api.environment.get_heat(pos)
env.humidity = climate_api.environment.get_humidity(pos)
env.time = minetest.get_timeofday()
env.date = minetest.get_day_count()
env.light = minetest.get_node_light(vector.add(pos, vector.new({x=0,y=1,z=0})), 0.5)
return env return env
end end
function trigger.get_player_environment(player) function trigger.get_player_environment(player)
local ppos = player:get_pos() local ppos = player:get_pos()
if ppos == nil then return end
local env = trigger.get_position_environment(ppos) local env = trigger.get_position_environment(ppos)
env.player = player env.player = player
return env return env
end end
function trigger.test_condition(condition, env, goal) local function test_condition(condition, env, goal)
local value = env[condition:sub(5)] local value = env[condition:sub(5)]
if condition:sub(1, 4) == "min_" then if condition:sub(1, 4) == "min_" then
return value ~= nil and goal <= value return type(value) ~= "nil" and goal <= value
elseif condition:sub(1, 4) == "max_" then elseif condition:sub(1, 4) == "max_" then
return value ~= nil and goal > value return type(value) ~= "nil" and goal > value
elseif condition:sub(1, 4) == "has_" then
if value == nil then return false end
for _, g in ipairs(goal) do
if value == g then return true end
end
return false
elseif condition:sub(1, 4) == "not_" then
if value == nil then return true end
if type(goal) ~= "table" then
return value ~= goal
end
for _, g in ipairs(goal) do
if value == g then return false end
end
return true
else else
value = env[condition] Minetest.log("warning", "[Climate API] Invalid effect condition")
return type(value) == "nil" or goal == value return false
end end
end end
@ -60,7 +45,7 @@ local function is_weather_active(player, weather, env)
return config.conditions(env) return config.conditions(env)
end end
for condition, goal in pairs(config.conditions) do for condition, goal in pairs(config.conditions) do
if not trigger.test_condition(condition, env, goal) then if not test_condition(condition, env, goal) then
return false return false
end end
end end
@ -68,7 +53,7 @@ local function is_weather_active(player, weather, env)
end end
local function get_weather_effects(player, weather_config, env) local function get_weather_effects(player, weather_config, env)
local config local config = {}
local effects = {} local effects = {}
if type(weather_config.effects) == "function" then if type(weather_config.effects) == "function" then
config = weather_config.effects(env) config = weather_config.effects(env)
@ -76,28 +61,27 @@ local function get_weather_effects(player, weather_config, env)
config = weather_config.effects config = weather_config.effects
end end
for effect, value in pairs(config) do for effect, value in pairs(config) do
if climate_mod.effects[effect] ~= nil then if type(climate_mod.effects[effect]) ~= "nil" then
effects[effect] = value effects[effect] = value
end end
end end
return effects return effects
end end
function trigger.get_active_effects(players) function trigger.get_active_effects()
local environments = {} local environments = {}
for _, player in ipairs(minetest.get_connected_players()) do
environments[player:get_player_name()] = trigger.get_player_environment(player)
end
local effects = {} local effects = {}
climate_mod.current_weather = {} climate_mod.current_weather = {}
for _, player in ipairs(players) do
local pname = player:get_player_name()
local hp = player:get_hp()
-- skip weather presets for dead players
if hp ~= nil and hp > 0 then
local env = trigger.get_player_environment(player)
environments[pname] = env
for wname, wconfig in pairs(climate_mod.weathers) do for wname, wconfig in pairs(climate_mod.weathers) do
for _, player in ipairs(minetest.get_connected_players()) do
local pname = player:get_player_name()
local env = environments[pname]
if is_weather_active(player, wname, env) then if is_weather_active(player, wname, env) then
if climate_mod.current_weather[pname] == nil then if type(climate_mod.current_weather[pname]) == "nil" then
climate_mod.current_weather[pname] = {} climate_mod.current_weather[pname] = {}
end end
table.insert(climate_mod.current_weather[pname], wname) table.insert(climate_mod.current_weather[pname], wname)
@ -114,7 +98,6 @@ function trigger.get_active_effects(players)
end end
end end
end end
end
return effects return effects
end end
@ -134,6 +117,7 @@ function trigger.call_handlers(name, effect, prev_effect)
has_ticks = true has_ticks = true
ticks.current[player] = sources ticks.current[player] = sources
ticks.prev[player] = prev_effect[player] ticks.prev[player] = prev_effect[player]
--prev_effect[player] = nil -- remove any found entries
else else
has_starts = true has_starts = true
starts[player] = sources starts[player] = sources
@ -161,6 +145,7 @@ function trigger.call_handlers(name, effect, prev_effect)
-- remaining table lists ending effects -- remaining table lists ending effects
if has_stops then if has_stops then
minetest.log(dump2(name, "AAAAAAAAAAA"))
for _, handler in ipairs(climate_mod.effects[name]["stop"]) do for _, handler in ipairs(climate_mod.effects[name]["stop"]) do
handler(stops) handler(stops)
end end

View File

@ -1,13 +1,13 @@
local world = {} local world = {}
local BASE_TIME = 0.2 * climate_mod.settings.time_spread
local WIND_SPREAD = 600 local WIND_SPREAD = 600
local WIND_SCALE = 2 local WIND_SCALE = 2
local HEAT_SPREAD = 400 local HEAT_SPREAD = 200
local HEAT_SCALE = 0.3 local HEAT_SCALE = 0.3
local HUMIDITY_SPREAD = 150 local HUMIDITY_SPREAD = 60
local HUMIDITY_SCALE = 1 local HUMIDITY_SCALE = 0.5
local HUMIDITY_TIMESCALE = 1 local HUMIDITY_BASE_SPREAD = 600
local HUMIDITY_BASE_SCALE = 40
local nobj_wind_x local nobj_wind_x
local nobj_wind_z local nobj_wind_z
@ -17,7 +17,7 @@ local nobj_humidity_base
local pn_wind_speed_x = { local pn_wind_speed_x = {
offset = 0, offset = 0,
scale = WIND_SCALE, scale = WIND_SCALE * climate_mod.settings.time_spread,
spread = {x = WIND_SPREAD, y = WIND_SPREAD, z = WIND_SPREAD}, spread = {x = WIND_SPREAD, y = WIND_SPREAD, z = WIND_SPREAD},
seed = 31441, seed = 31441,
octaves = 2, octaves = 2,
@ -27,7 +27,7 @@ local pn_wind_speed_x = {
local pn_wind_speed_z = { local pn_wind_speed_z = {
offset = 0, offset = 0,
scale = WIND_SCALE, scale = WIND_SCALE * climate_mod.settings.time_spread,
spread = {x = WIND_SPREAD, y = WIND_SPREAD, z = WIND_SPREAD}, spread = {x = WIND_SPREAD, y = WIND_SPREAD, z = WIND_SPREAD},
seed = 938402, seed = 938402,
octaves = 2, octaves = 2,
@ -37,9 +37,9 @@ local pn_wind_speed_z = {
local pn_heat = { local pn_heat = {
offset = 1, offset = 1,
scale = HEAT_SCALE, scale = HEAT_SCALE * climate_mod.settings.time_spread,
spread = {x = HEAT_SPREAD, y = HEAT_SPREAD, z = HEAT_SPREAD}, spread = {x = HEAT_SPREAD, y = HEAT_SPREAD, z = HEAT_SPREAD},
seed = 235896, seed = 24,
octaves = 2, octaves = 2,
persist = 0.5, persist = 0.5,
lacunarity = 2 lacunarity = 2
@ -47,13 +47,22 @@ local pn_heat = {
local pn_humidity = { local pn_humidity = {
offset = 1, offset = 1,
scale = HUMIDITY_SCALE, scale = HUMIDITY_SCALE * climate_mod.settings.time_spread,
spread = {x = HUMIDITY_SPREAD, y = HUMIDITY_SPREAD, z = HUMIDITY_SPREAD}, spread = {x = HUMIDITY_SPREAD, y = HUMIDITY_SPREAD, z = HUMIDITY_SPREAD},
seed = 8374061, seed = 8374061,
octaves = 3,
persist = 0.5,
lacunarity = 2
}
local pn_humidity_base = {
offset = 50,
scale = HUMIDITY_BASE_SCALE * climate_mod.settings.time_spread,
spread = {x = HUMIDITY_BASE_SPREAD, y = HUMIDITY_BASE_SPREAD, z = HUMIDITY_BASE_SPREAD},
seed = 3803465,
octaves = 2, octaves = 2,
persist = 0.5, persist = 0.5,
lacunarity = 2, lacunarity = 2
flags = "noeased"
} }
local function update_wind(timer) local function update_wind(timer)
@ -73,12 +82,14 @@ end
local function update_humidity(timer) local function update_humidity(timer)
nobj_humidity = nobj_humidity or minetest.get_perlin(pn_humidity) nobj_humidity = nobj_humidity or minetest.get_perlin(pn_humidity)
local n_humidity = nobj_humidity:get_2d({x = timer * HUMIDITY_TIMESCALE, y = 0}) local n_humidity = nobj_humidity:get_2d({x = timer, y = 0})
climate_mod.state:set_float("humidity_random", n_humidity) climate_mod.state:set_float("humidity_random", n_humidity)
nobj_humidity_base = nobj_humidity_base or minetest.get_perlin(pn_humidity_base)
local n_humidity_base = nobj_humidity_base:get_2d({x = timer, y = 0})
climate_mod.state:set_float("humidity_base", n_humidity_base)
end end
function world.update_status(timer) function world.update_status(timer)
timer = math.floor(timer * BASE_TIME)
update_wind(timer) update_wind(timer)
update_heat(timer) update_heat(timer)
update_humidity(timer) update_humidity(timer)

View File

@ -1,44 +0,0 @@
# textdomain: climate_api
Make changes to the current weather=Ändere das aktuelle Wetter
Display weather information=Betrachte Informationen zum Wetter
The following weather presets are active for you:=Die folgenden Wetterklassen sind gerade aktiv
Your sky is clear. No weather presets are currently active.=Der Himmel ist klar. Es sind keine Wetterklassen aktiv.
As a result, the following environment effects are applied:=Deshalb werden die folgenden Umwelt-Effekte dargestellt:
scorching=stechend heiße
pleasant=angenehme
chilly=kühle
It is a @1 @2 right now and humidity is at @3%.=Es sind gerade @1 @2 und die Luftfeuchtigkeit liegt bei @3%.
<heat>=
Override the weather algorithm's base heat=Überschreibe die Standard-Temperatur
Provide a number to modify the base heat=Gebe eine Zahl an, um die Standard-Temperatur anzupassen
Base heat changed=Die Standard-Temperatur wurde geändert
Override the weather algorithm's heat=Überschreibe die tatsächliche Temperatur
Provide a number to modify the heat=Gebe eine Zahl an, um die Temperatur anzupassen
Heat value reset=Die Temperatur wurde zurückgesetzt
Heat value changed=Die Temperatur wurde geändert
<humidity>=
Override the weather algorithm's base humidity=Überschreibe die Standard-Luftfeuchtigkeit
Provide a number to modify the base humidity=Gebe eine Zahl an, um die Standard-Temperatur anzupassen
Base humidity changed=Die Standard-Luftfeuchtigkeit wurde geändert
Override the weather algorithm's humidity=Überschreibe die tatsächliche Luftfeuchtigkeit
Provide a number to modify the humidity=Gebe eine Zahl an, um die Luftfeuchtigkeit anzupassen
Humidity value reset=Die Luftfeuchtigkeit wurde zurückgesetzt
Humidity value changed=Die Luftfeuchtigkeit wurde geändert
<wind>=
Override the weather algorithm's windspeed=Überschreibe die Windgeschwindigkeit
Provide a vector of two numbers to modify the wind=Gebe einen Vektor aus zwei Zahlen an, um die Windgeschwindigkeit anzupassen
Wind reset=Der Wind wurde zurückgesetzt
Invalid wind configuration=Fehlerhafte Windkonfiguration
Wind changed=Der Wind wurde geändert
Print the active Climate API configuration=Betrachte die Einstellungen für Climate API
Current Settings=Aktuelle Einstellungen
<weather> <status>=
Turn the specified weather preset on or off for all players or reset it to automatic=Schalte für alle Spieler die angegebene Wetterklasse an, aus oder schalte sie auf automatisch
Unknown weather preset=Unbekannte Wetterklasse
Invalid weather status. Set the preset to either on, off or auto.=Unbekannter Status. Setze die Wetterklasse entweder auf on, off oder auto
Weather @1 successfully set to @2=Wetter @1 wurde erfolgreich auf @2 gesetzt
Prints which weather presets are enforced or disabled=Betrachte, welche Wetterklassen erzwungen oder deaktiviert sind
Current activation rules:=Aktuelle Aktivierungsregeln
Prints which weather influences cause your current weather=Betrachte, welche Umwelteinflüsse das aktuelle Wetter hervorrufen
Current influences rules:=Aktuelle Einflussfaktoren
Explains how the humidity value got calculated=

View File

@ -1,44 +0,0 @@
# textdomain: climate_api
Make changes to the current weather=Ŝanĝi la nunan veteron
Display weather information=Montri veterajn informojn
The following weather presets are active for you:=La jenaj veteragordoj estas ŝaltitaj por vi:
Your sky is clear. No weather presets are currently active.=La suno brilas. Neniu veteragordo estas ŝaltita.
As a result, the following environment effects are applied:=Pro tio, la jenaj efikoj estas aktivaj:
scorching=Varmas
pleasant=Komfortas
chilly=Malvarmas
It is a @1 @2 right now and humidity is at @3%.=@1 je @2 ĝuste nun, kun aermalsekeco je @3 gradoj.
<heat>=<varm>
Override the weather algorithm's base heat=Anstataŭigi la bazan varmecon de la vetera algoritmo
Provide a number to modify the base heat=Doni nombron anstataŭiguntan la bazan varmecon
Base heat changed=Baza varmeco ŝanĝita
Override the weather algorithm's heat=Anstataŭigi la varmecon de la vetera algoritmo
Provide a number to modify the heat=Doni nombron anstataŭiguntan la varmecon
Heat value reset=Varmeco malagordita
Heat value changed=Varmeco ŝanĝita
<humidity>=<aermalsek>
Override the weather algorithm's base humidity=Anstataŭigi la bazan aermalsekecon de la vetera algoritmo
Provide a number to modify the base humidity=Doni nombron anstataŭiguntan la bazan aermalsekecon
Base humidity changed=Baza aermalsekeco ŝanĝita
Override the weather algorithm's humidity=Anstataŭigi la aermalsekecon de la vetera algoritmo
Provide a number to modify the humidity=Doni nombron anstataŭiguntan la aermalsekecon
Humidity value reset=Aermalsekeco malagordita
Humidity value changed=Aermalsekeca ŝanĝita
<wind>=<vent>
Override the weather algorithm's windspeed=Anstataŭigi la ventforton de la vetera algoritmo
Provide a vector of two numbers to modify the wind=Doni nombroparon anstataŭiguntan la ventoforton
Wind reset=Ventoforto malagordita
Invalid wind configuration=Nevalida ventagordo
Wind changed=Vento ŝanĝita
Print the active Climate API configuration=Presi la nunan agordon por Climate API
Current Settings=Nunaj Agordoj
<weather> <status>=<veter> <ŝaltec>
Turn the specified weather preset on or off for all players or reset it to automatic=Agordi veteragordon por ĉiuj ludantoj: «on» (ŝalti), «off» (malŝalti), «reset» (malfari)
Unknown weather preset=Nekonata veteragordo
Invalid weather status. Set the preset to either on, off or auto.=Nevalida veterostato. Agordu la veteragordon al «on» (ŝalti), «off» (malŝalti), aŭ «auto» (memagi).
Weather @1 successfully set to @2=Vetero @1 sukcese agordita al @2
Prints which weather presets are enforced or disabled=Listigas veterstatojn laŭ ŝaltiteco
Current activation rules:=Nunaj aktivigaj reguloj:
Prints which weather influences cause your current weather=Presas la influojn kiuj venigis la nunan veteron
Current influences rules:=Nunaj influaj reguloj:
Explains how the humidity value got calculated=Klarigas kiel la aermalseka valoro kalkuliĝis

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# textdomain: climate_api
Make changes to the current weather=
Display weather information=
The following weather presets are active for you:=
Your sky is clear. No weather presets are currently active.=
As a result, the following environment effects are applied:=
scorching=
pleasant=
chilly=
It is a @1 @2 right now and humidity is at @3%.=
<heat>=
Override the weather algorithm's base heat=
Provide a number to modify the base heat=
Base heat changed=
Override the weather algorithm's heat=
Provide a number to modify the heat=
Heat value reset=
Heat value changed=
<humidity>=
Override the weather algorithm's base humidity=
Provide a number to modify the base humidity=
Base humidity changed=
Override the weather algorithm's humidity=
Provide a number to modify the humidity=
Humidity value reset=
Humidity value changed=
<wind>=
Override the weather algorithm's windspeed=
Provide a vector of two numbers to modify the wind=
Wind reset=
Invalid wind configuration=
Wind changed=
Print the active Climate API configuration=
Current Settings=
<weather> <status>=
Turn the specified weather preset on or off for all players or reset it to automatic=
Unknown weather preset=
Invalid weather status. Set the preset to either on, off or auto.=
Weather @1 successfully set to @2=
Prints which weather presets are enforced or disabled=
Current activation rules:=
Prints which weather influences cause your current weather=
Current influences rules:=
Explains how the humidity value got calculated=

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name = climate_api name = climate_api
title = Climate API title = Climate API
author = TestificateMods author = TestificateMods
depends = lighting_monoid release = 1
optional_depends = player_monoids, playerphysics, pova, weather optional_depends = skylayer, player_monoids, playerphysics
description = """ description = """
A powerful engine for weather presets and visual effects. A powerful engine for weather presets and visual effects.
Use the regional climate to set up different effects for different regions. Use the regional climate to set up different effects for different regions.

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[Performance]
# 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
# This value regulates 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, 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
# If set to true, Climate API will factor in wind speed and obstacles to determine damage sources.
# If set to false, a simple check will be used whether the player is outside.
# Only applied if climate_api_damage is also set to true.
climate_api_raycast (Include wind speed in damage checks) bool true
# Increase this number if you notice snow or rain inside large glass domes.
# Decrease this number if you notice lag spikes or overall reduced game performance.
ceiling_checks (Check x nodes on outdoor test) int 10 0 50
[Weather Effects]
# If set to true, dangerous weather presets will damage affected players over time.
climate_api_damage (Cause player damage) bool true
# 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
# If set to true, weather effects are allowed to modify a player's sky. climate_api_sound (Allow weather presets to play ambient sounds) bool true
# This includes skybox, sun, moon, and clouds (also used for fog effects). climate_api_hud_overlay (Allow weather presets to display a HUD overlay) bool true
# Running this mod on Minetest 5.1.2 or earlier versions will automatically disable this feature. climate_api_wind (Allow wind to angle rainfall) bool true
climate_api_skybox (Override the skybox) bool true climate_api_seasons (Change global temperature based on an annual cycle) 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
[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
# This value regulates how quickly environment factors like heat, humidity and wind are changing. climate_api_particle_count (Multiplicator for used particles) float 1 0.1 2
# 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
[Preferences]
# 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 climate_api_fahrenheit (Show degrees in Fahrenheit instead of Celsius) bool false
# 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
# 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

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