climate_api/lib/player.lua

72 lines
2.3 KiB
Lua

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