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https://github.com/t-affeldt/climate_api.git
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13 Commits
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1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
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@ -0,0 +1 @@
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*.code-workspace
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10
init.lua
10
init.lua
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@ -41,11 +41,19 @@ climate_mod.settings = {
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particle_count = get_setting_number("particle_count", 1),
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tick_speed = get_setting_number("tick_speed", 1),
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volume = get_setting_number("volume", 1),
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ceiling_checks = get_setting_number("ceiling_checks", 10),
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ceiling_checks = get_setting_number("ceiling_checks", 10)
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}
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climate_mod.i18n = minetest.get_translator("climate_api")
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-- warn about clouds being overriden by MTG weather
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if climate_mod.settings.skybox and minetest.get_modpath("weather") and minetest.settings:get_bool("enable_weather") then
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minetest.log("warning", "[Regional Weather] " ..
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climate_mod.i18n("Disable MTG weather for the best experience. Check the forum for more information."))
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-- try to disable MTG weather. may or may not work depending on load order
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minetest.settings:set_bool("enable_weather", false)
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end
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-- initialize empty registers
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climate_mod.weathers = {}
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climate_mod.effects = {}
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@ -230,3 +230,17 @@ minetest.register_chatcommand("weather_influences", {
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end
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end
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})
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-- used to debug downfall
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minetest.register_chatcommand("explain_humidity", {
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description = "Explains how the humidity value got calculated",
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func = function(playername)
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local base = climate_mod.settings.humidity
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local biome = minetest.get_humidity((minetest.get_player_by_name(playername)):get_pos())
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local random = climate_mod.state:get_float("humidity_random");
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local random_base = climate_mod.state:get_float("humidity_base");
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minetest.chat_send_player(playername, dump2(base, "base"))
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minetest.chat_send_player(playername, dump2(biome, "biome"))
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minetest.chat_send_player(playername, dump2(random, "random"))
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end
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})
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@ -9,7 +9,7 @@ function environment.get_heat(pos)
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local height = climate_api.utility.rangelim((-pos.y + 10) / 15, -10, 10)
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local time = climate_api.utility.normalized_cycle(minetest.get_timeofday()) * 0.6 + 0.7
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local random = climate_mod.state:get_float("heat_random");
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return (base + biome + height) * time * random
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return base + ((biome + height) * time * random)
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end
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function environment.get_humidity(pos)
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@ -19,8 +19,7 @@ function environment.get_humidity(pos)
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local base = climate_mod.settings.humidity
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local biome = minetest.get_humidity(pos)
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local random = climate_mod.state:get_float("humidity_random");
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local random_base = climate_mod.state:get_float("humidity_base");
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return (base + biome * 0.7 + random_base * 0.3) * random
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return base + ((biome * 0.7 + 40 * 0.3) * random)
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end
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function environment.get_wind(pos)
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@ -10,7 +10,7 @@ climate_api.register_influence("humidity",
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climate_api.environment.get_humidity
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)
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climate_api.register_influence("base_humidity",
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climate_api.register_influence("biome_humidity",
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minetest.get_humidity
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)
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@ -1,9 +1,12 @@
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local GSCYCLE = 0.03 * climate_mod.settings.tick_speed -- only process event loop after this amount of time
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local GSCYCLE = 0.06 * climate_mod.settings.tick_speed -- only process event loop after this amount of time
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local WORLD_CYCLE = 30.00 * climate_mod.settings.tick_speed -- only update global environment influences after this amount of time
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local gs_timer = 0
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local world_timer = 0
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minetest.register_globalstep(function(dtime)
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local player_list = minetest.get_connected_players()
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if #player_list == 0 then return end
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gs_timer = gs_timer + dtime
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world_timer = world_timer + dtime
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@ -26,7 +29,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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local current_effects = climate_mod.trigger.get_active_effects()
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local current_effects = climate_mod.trigger.get_active_effects(player_list)
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for name, effect in pairs(climate_mod.effects) do
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local cycle = climate_mod.cycles[name].timespan * climate_mod.settings.tick_speed
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@ -1,3 +1,5 @@
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local mod_lighting_monoid = minetest.get_modpath("lighting_monoid") ~= nil
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local default_sky = {
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sky_data = {
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base_color = nil,
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@ -74,11 +76,15 @@ local function set_skybox(playername, sky)
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player:set_moon(sky.moon_data)
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player:set_sun(sky.sun_data)
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player:set_stars(sky.star_data)
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if player.set_lighting then
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player:set_lighting({
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local lighting = {
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shadows = { intensity = sky.light_data.shadow_intensity },
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saturation = sky.light_data.saturation
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})
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}
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if mod_lighting_monoid then
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lighting_monoid:add_change(player, lighting, "climate_api:merged_lighting")
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lighting_monoid:del_change(player, "lighting_monoid:base_shadow")
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elseif player.set_lighting then
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player:set_lighting(lighting)
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end
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end
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@ -9,7 +9,7 @@ function trigger.get_global_environment()
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end
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function trigger.get_position_environment(pos)
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local env = table.copy(climate_mod.global_environment)
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local env = trigger.get_global_environment()
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for influence, func in pairs(climate_mod.influences) do
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env[influence] = func(pos)
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end
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@ -83,20 +83,18 @@ local function get_weather_effects(player, weather_config, env)
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return effects
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end
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function trigger.get_active_effects()
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function trigger.get_active_effects(players)
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local environments = {}
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local effects = {}
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climate_mod.current_weather = {}
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for _, player in ipairs(minetest.get_connected_players()) do
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for _, player in ipairs(players) do
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local pname = player:get_player_name()
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local hp = player:get_hp()
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-- skip weather presets for dead players
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if hp ~= nil and hp > 0 then
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environments[pname] = trigger.get_player_environment(player)
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end
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local env = environments[pname]
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if env ~= nil then
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local env = trigger.get_player_environment(player)
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environments[pname] = env
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for wname, wconfig in pairs(climate_mod.weathers) do
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if is_weather_active(player, wname, env) then
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if climate_mod.current_weather[pname] == nil then
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@ -6,9 +6,8 @@ local WIND_SCALE = 2
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local HEAT_SPREAD = 400
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local HEAT_SCALE = 0.3
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local HUMIDITY_SPREAD = 150
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local HUMIDITY_SCALE = 0.5
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local HUMIDITY_BASE_SPREAD = 800
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local HUMIDITY_BASE_SCALE = 40
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local HUMIDITY_SCALE = 1
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local HUMIDITY_TIMESCALE = 1
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local nobj_wind_x
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local nobj_wind_z
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@ -47,23 +46,14 @@ local pn_heat = {
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}
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local pn_humidity = {
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offset = 0,
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offset = 1,
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scale = HUMIDITY_SCALE,
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spread = {x = HUMIDITY_SPREAD, y = HUMIDITY_SPREAD, z = HUMIDITY_SPREAD},
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seed = 8374061,
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octaves = 2,
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persist = 0.5,
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lacunarity = 2
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}
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local pn_humidity_base = {
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offset = 50,
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scale = HUMIDITY_BASE_SCALE,
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spread = {x = HUMIDITY_BASE_SPREAD, y = HUMIDITY_BASE_SPREAD, z = HUMIDITY_BASE_SPREAD},
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seed = 3803465,
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octaves = 2,
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persist = 0.5,
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lacunarity = 2
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lacunarity = 2,
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flags = "noeased"
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}
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local function update_wind(timer)
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@ -83,11 +73,8 @@ end
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local function update_humidity(timer)
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nobj_humidity = nobj_humidity or minetest.get_perlin(pn_humidity)
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local n_humidity = nobj_humidity:get_2d({x = timer, y = 0})
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local n_humidity = nobj_humidity:get_2d({x = timer * HUMIDITY_TIMESCALE, y = 0})
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climate_mod.state:set_float("humidity_random", n_humidity)
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nobj_humidity_base = nobj_humidity_base or minetest.get_perlin(pn_humidity_base)
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local n_humidity_base = nobj_humidity_base:get_2d({x = timer, y = 0})
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climate_mod.state:set_float("humidity_base", n_humidity_base)
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end
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function world.update_status(timer)
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@ -1,4 +1,5 @@
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# textdomain:climate_api
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Disable MTG weather for the best experience. Check the forum for more information.=Deaktiviere MTG weather für die beste Spielerfahrung. Mehr Informationen im Forum.
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Make changes to the current weather=Ändere das aktuelle Wetter
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Display weather information=Betrachte Informationen zum Wetter
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The following weather presets are active for you:=Die folgenden Wetterklassen sind gerade aktiv
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@ -1,4 +1,5 @@
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# textdomain:climate_api
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Disable MTG weather for the best experience=
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Make changes to the current weather=
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Display weather information=
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The following weather presets are active for you:=
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3
mod.conf
3
mod.conf
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@ -1,8 +1,7 @@
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name = climate_api
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title = Climate API
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author = TestificateMods
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release = 10001
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optional_depends = player_monoids, playerphysics, pova
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optional_depends = player_monoids, playerphysics, pova, lighting_monoid
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description = """
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A powerful engine for weather presets and visual effects.
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Use the regional climate to set up different effects for different regions.
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