Update to new wind system, make puddles rotational, change hail conditions

This commit is contained in:
Till Affeldt 2020-05-13 16:05:21 +02:00
parent e874daa894
commit 2d289abbd1
4 changed files with 64 additions and 59 deletions

View File

@ -2,6 +2,16 @@ local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 39
local MIN_DISTANCE = 4
local GROUND_COVERS = {
"group:soil",
"group:stone",
"group:sand",
"group:wood",
"default:permafrost",
"default:permafrost_with_moss",
"default:permafrost_with_stones"
}
if not regional_weather.settings.puddles then
for i=1,VARIANT_COUNT do
for r=0,270,90 do
@ -17,74 +27,68 @@ local node_box = {
}
for i = 1,VARIANT_COUNT do
for rotation = 0,270,90 do
for flip = 0,1 do
local name = BLOCK_PREFIX .. i .. "_" .. rotation
local index = i
if i < 10 then index = "0" .. i end
local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
if flip == 1 or rotation > 0 then
texture = texture .. "^[transform"
end
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "FX"
end
if rotation > 0 then
texture = texture .. "R" .. rotation
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = 1,
regional_weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
for flip = 0,1 do
local name = BLOCK_PREFIX .. i
local index = i
if i < 10 then index = "0" .. i end
local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "^[transformFX"
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = 1,
weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
end
end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14")
local function get_random_puddle()
local index = math.random(1, VARIANT_COUNT)
local rotation = math.random(0, 3) * 90
local flip = math.random(0, 1)
local name = BLOCK_PREFIX .. index .. "_" .. rotation
local name = BLOCK_PREFIX .. index
if flip == 1 then
name = name .. "_flipped"
end
return name
local param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(rotation))
return { name = name, param2 = param2 }
end
-- Makes Puddles when raining
climate_api.register_abm({
label = "create rain puddles",
nodenames = { "group:soil", "group:stone" },
nodenames = GROUND_COVERS,
neighbors = { "air" },
interval = 15,
chance = 50,
interval = 8,
chance = 150,
catch_up = false,
conditions = {
@ -101,9 +105,8 @@ climate_api.register_abm({
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
if minetest.find_node_near(pos, MIN_DISTANCE, "group:regional_weather_puddle") then return end
local puddle_name = get_random_puddle()
minetest.set_node(pos, {name = puddle_name})
if minetest.find_node_near(pos, MIN_DISTANCE, "group:weather_puddle") then return end
minetest.set_node(pos, get_random_puddle())
end
})

View File

@ -1,5 +1,4 @@
local name = "regional_weather:ambient"
local CLOUD_SPEED = 1.8
local conditions = {}
@ -15,14 +14,16 @@ end
local function generate_effects(params)
local override = {}
local wind = climate_api.environment.get_wind()
local cloud_height = calc_cloud_height(params.heat, params.humidity, params.dewpoint)
local wind = climate_api.environment.get_wind({ x = 0, y = cloud_height, z = 0 })
local skybox = {priority = 10}
skybox.cloud_data = {
density = climate_api.utility.rangelim(params.humidity / 100, 0.15, 0.65),
speed = vector.multiply(wind, CLOUD_SPEED),
speed = wind,
thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18),
height = calc_cloud_height(params.heat, params.humidity, params.dewpoint),
height = cloud_height,
ambient = "#0f0f1050"
}

View File

@ -3,6 +3,7 @@ local name = "regional_weather:hail"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
max_heat = 45,
min_humidity = 65,
min_windspeed = 2.5,
@ -12,7 +13,7 @@ local conditions = {
local effects = {}
effects["climate_api:damage"] = {
chance = 15,
rarity = 15,
value = 3,
check = {
type = "raycast",

View File

@ -25,7 +25,7 @@ effects["climate_api:hud_overlay"] = {
}
effects["climate_api:damage"] = {
chance = 3,
rarity = 3,
value = 1,
check = {
type = "raycast",