dfcaverns/df_ambience/init.lua

138 lines
3.4 KiB
Lua

df_ambience = {}
local pplus = minetest.get_modpath("playerplus")
local S = minetest.get_translator(minetest.get_current_modname())
local modpath = minetest.get_modpath(minetest.get_current_modname())
local radius = 6
local registered_sets = {}
local set_nodes = {}
local muted_players = {}
local ensure_set_node = function(node_name)
for _, existing_node in pairs(set_nodes) do
if node_name == existing_node then
return
end
end
table.insert(set_nodes, node_name)
end
df_ambience.add_set = function(def)
assert(def)
assert(def.sounds)
if def.nodes then
for _, node_name in pairs(def.nodes) do
ensure_set_node(node_name)
end
end
def.frequency = def.frequency or 0.05
table.insert(registered_sets, def)
end
local timer = 0
local random = math.random
local get_player_data = function(player, name)
-- get head level node at player position
local pos = player:get_pos()
if not pos then return end
local prop = player:get_properties()
local eyeh = prop.eye_height or 1.47 -- eye level with fallback
pos.y = pos.y + eyeh
local nod_head = pplus and name and playerplus[name]
and playerplus[name].nod_head or minetest.get_node(pos).name
pos.y = pos.y - eyeh
-- get all set nodes around player
local ps, cn = minetest.find_nodes_in_area(
{x = pos.x - radius, y = pos.y - radius, z = pos.z - radius},
{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius}, set_nodes)
return {
pos = pos,
head_node = nod_head,
biome = df_caverns.get_biome(pos),
totals = cn
}
end
local check_nodes = function(totals, nodes)
for _, node in pairs(nodes) do
if (totals[node] or 0) > 1 then
return true
end
end
return false
end
-- selects sound set
local get_ambience = function(player, name)
local player_data
-- loop through sets in order and choose first that meets its conditions
for _, set in ipairs(registered_sets) do
if random() < set.frequency then
local check_passed
local sound_check = set.sound_check
local set_nodes = set.nodes
if sound_check or set_nodes then
player_data = player_data or get_player_data(player, name)
end
if ((not set_nodes) or check_nodes(player_data.totals, set_nodes)) and
((not sound_check) or sound_check(player_data)) then
return set
end
end
end
end
minetest.register_globalstep(function(dtime)
-- one second timer
timer = timer + dtime
if timer < 1 then return end
timer = 0
local player_name
local number
local ambience
-- loop through players
for _, player in pairs(minetest.get_connected_players()) do
player_name = player:get_player_name()
if not muted_players[player_name] then
local set = get_ambience(player, player_name)
if set then
-- choose random sound from set
number = random(#set.sounds)
ambience = set.sounds[number]
-- play sound
minetest.sound_play(ambience.name, {
to_player = player_name,
gain = ambience.gain or 0.3,
pitch = ambience.pitch or 1.0,
}, true)
end
end
end
end)
minetest.register_chatcommand("mute_df_ambience", {
params = "",
description = S("Mutes or unmutes ambient sounds in deep caverns"),
func = function(name, param)
local message
if muted_players[name] then
message = S("Unmuted")
muted_players[name] = nil
else
message = S("Muted, no new sounds will start playing once current sounds finish")
muted_players[name] = true
end
return true, message
end
})
dofile(modpath.."/soundsets.lua")