mirror of
https://github.com/t-affeldt/climate_api.git
synced 2024-11-14 14:40:27 +01:00
78 lines
2.2 KiB
Lua
78 lines
2.2 KiB
Lua
local mod_lightning = minetest.get_modpath("lightning")
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local LIGHTNING_CHANCE = 1000
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if mod_lightning then
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lightning.auto = false
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end
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function weather_mod.get_heat(pos)
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local base = weather_mod.settings.heat;
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local biome = minetest.get_heat(pos)
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local height = math.min(math.max(-pos.y / 15, -10), 10)
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local random = weather_mod.state.heat;
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return (base + biome + height) * random
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end
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function weather_mod.get_humidity(pos)
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local base = weather_mod.settings.humidity
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local biome = minetest.get_humidity(pos)
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local random = weather_mod.state.humidity;
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return (base + biome) * random
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end
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function weather_mod.get_climate(pos)
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local climate = {pos = pos}
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climate.heat = weather_mod.get_heat(pos)
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climate.humidity = weather_mod.get_humidity(pos)
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climate.windspeed = vector.length(weather_mod.state.wind)
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return climate
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end
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local function is_acceptable_weather_param(value, attr, config)
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local min = config.conditions["min_" .. attr] or -math.huge
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local max = config.conditions["max_" .. attr] or math.huge
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return value > min and value <= max
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end
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function weather_mod.get_effects(climate)
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local forced_weather = weather_mod.state.current_weather
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if type(forced_weather) ~= nil and forced_weather ~= "auto" then
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return { forced_weather }
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end
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local params = {}
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params.heat = climate.heat
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params.humidity = climate.humidity
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params.windspeed = vector.length(weather_mod.state.wind)
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params.height = climate.pos.y
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local effects = {}
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local attributes = { "heat", "humidity", "windspeed", "height" }
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for name, effect in pairs(weather_mod.weathers) do
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if type(effect.config.conditions) == "nil" then
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table.insert(effects, name)
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goto continue
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end
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for _, attr in ipairs(attributes) do
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if not is_acceptable_weather_param(params[attr], attr, effect.config) then
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goto continue
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end
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end
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table.insert(effects, name)
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::continue::
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end
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return effects
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end
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function weather_mod.handle_events(player, flags)
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local ppos = player:get_pos()
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if mod_lightning and weather_mod.settings.lightning and type(flags["lightning"]) ~= "nil" then
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local random = rng:next(1, LIGHTNING_CHANCE)
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if random == 1 then
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lightning.strike(ppos)
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end
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end
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if type(flags["damage"]) ~= "nil" then
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weather_mod.damage_player(player, 1)
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end
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end |