local mod_player_monoids = minetest.get_modpath("player_monoids") ~= nil local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil function weather_mod.add_physics(player, effect, value) local id = weather_mod.modname .. ":" .. effect if mod_player_monoids then player_monoids[effect].add_change(player, value, id) elseif mod_playerphysics then playerphysics.add_physics_factor(player, effect, id, value) else local override = {} override[effect] = value player:set_physics_override(override) end end function weather_mod.remove_physics(player, effect) local id = weather_mod.modname .. ":" .. effect if mod_player_monoids then player_monoids[effect].del_change(player, id) elseif mod_playerphysics then playerphysics.remove_physics_factor(player, effect, id) else local override = {} override[effect] = 1 player:set_physics_override(override) end end -- function taken from weather mod -- see https://github.com/theFox6/minetest_mod_weather/blob/master/weather/api.lua#L110 local function raycast(player, origin) local hitpos = vector.add(player:get_pos(),vector.new(0,1,0)) local ray = minetest.raycast(origin,hitpos) local o = ray:next() if not o then return false end if o.type~="object" then return false end -- hit node or something if not o.ref:is_player() then return false end -- hit different object if o.ref:get_player_name() ~= player:get_player_name() then return false --hit other player end o = ray:next() if o then minetest.log("warning","[Believable Weather] raycast hit more after hitting the player\n".. dump2(o,"o")) end return true end local function check_light(player) return minetest.get_node_light(player:getpos(), 0.5) == 15 end function weather_mod.is_outdoors(player, origin) if weather_mod.settings.raycasting then return raycast(player, origin) else return check_light(player) end end function weather_mod.set_headwind(player, wind) local movement = vector.normalize(player:get_player_velocity()) local product = vector.dot(movement, wind) -- logistic function, scales between 0 and 2 -- see https://en.wikipedia.org/wiki/Logistic_function local L = 2 -- maximum value local k = 0.1 -- growth rate local z = 1 -- midpoint local factor = L / (1 + math.exp(-k * (product - z))) weather_mod.add_physics(player, "speed", factor) end