mirror of
https://github.com/t-affeldt/climate_api.git
synced 2024-11-14 14:40:27 +01:00
124 lines
3.3 KiB
Lua
124 lines
3.3 KiB
Lua
local GSCYCLE = 0.05
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local RECALCCYCLE = 0.2
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weather_mod.weathers = {}
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function weather_mod.register_effect(name, config, override)
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-- TODO: check and sanitize
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weather_mod.weathers[name] = {
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config = config,
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override = override,
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sound_handles = {},
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sound_volumes = {}
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}
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end
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-- from https://stackoverflow.com/a/29133654
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local function merge(a, b)
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if type(a) == 'table' and type(b) == 'table' then
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for k,v in pairs(b) do if type(v)=='table' and type(a[k] or false)=='table' then merge(a[k],v) else a[k]=v end end
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end
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return a
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end
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local function build_effect_config(weather, climate)
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local config = weather.config
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local override = weather.override
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if type(override) == "nil" then
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return config
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end
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local dynamic_config = override(climate)
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return merge(config, dynamic_config)
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end
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local function get_texture(particles)
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if type(particles.textures) == "nil" or next(particles.textures) == nil then
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return particles.texture
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end
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return particles.textures[math.random(#particles.textures)]
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end
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local function spawn_particles(player, particles, wind)
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local ppos = player:getpos()
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local wind_pos = vector.multiply(weather_mod.state.wind,-1)
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local wind_speed = vector.length(weather_mod.state.wind)
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local texture = get_texture(particles)
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local minp = vector.add(vector.add(ppos, particles.min_pos),wind_pos)
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local maxp = vector.add(vector.add(ppos, particles.max_pos),wind_pos)
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local vel = vector.new({
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x=weather_mod.state.wind.x,
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y=-particles.falling_speed,
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z=weather_mod.state.wind.z
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})
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local acc = vector.new({x=0, y=0, z=0})
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local exp = particles.exptime
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local vertical = math.abs(vector.normalize(vel).y) >= 0.6
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minetest.add_particlespawner({
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amount=particles.amount,
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time=0.5,
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minpos=minp,
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maxpos=maxp,
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minvel=vel,
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maxvel=vel,
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minacc=acc,
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maxacc=acc,
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minexptime=exp,
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maxexptime=exp,
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minsize=particles.size,
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maxsize=particles.size,
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collisiondetection=true,
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collision_removal=true,
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vertical=vertical,
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texture=texture,
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player=player:get_player_name()
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})
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end
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local function handle_weather_effects(player)
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local ppos = player:getpos()
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local climate = weather_mod.get_climate(ppos)
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local active_effects = weather_mod.get_effects(climate)
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local environment_flags = {}
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local sounds = {}
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for _, effect in ipairs(active_effects) do
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local weather = weather_mod.weathers[effect]
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local config = build_effect_config(weather, climate)
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local outdoors = weather_mod.is_outdoors(player)
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if type(config.particles) ~= "nil" and outdoors then
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spawn_particles(player, config.particles, weather_mod.state.wind)
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end
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if type(config.sound) ~= "nil" and outdoors then
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sounds[effect] = config.sound
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end
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if type(config.environment) ~= "nil" and outdoors then
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for flag, value in pairs(config.environment) do
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if value ~= false then
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environment_flags[flag] = value
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end
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end
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end
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end
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weather_mod.handle_sounds(player, sounds)
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weather_mod.handle_events(player, environment_flags)
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < GSCYCLE then return end
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for _, player in ipairs(minetest.get_connected_players()) do
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handle_weather_effects(player)
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if timer >= RECALCCYCLE then
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weather_mod.set_clouds(player)
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weather_mod.set_headwind(player)
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weather_mod.handle_time_progression()
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end
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end
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timer = 0
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end) |