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https://github.com/t-affeldt/regional_weather.git
synced 2024-11-18 08:20:32 +01:00
Enable dynamic cloud size
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0
ca_effects/leave_color.lua
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0
ca_effects/leave_color.lua
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28
ca_weathers/ambient.lua
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28
ca_weathers/ambient.lua
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@ -0,0 +1,28 @@
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local name = "regional_weather:wind"
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local CLOUD_SPEED = 1.8
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local conditions = {}
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local function generate_effects(params)
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local override = {}
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override["climate_api:clouds"] = {
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size = climate_api.utility.rangelim(params.humidity, 0.25, 0.9),
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speed = vector.multiply(params.wind, CLOUD_SPEED)
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}
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local movement = params.player:get_player_velocity()
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local movement_direction
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if (vector.length(movement) < 0.1) then
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movement_direction = vector.new(0, 0, 0)
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else
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movement_direction = vector.normalize(movement)
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end
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local vector_product = vector.dot(movement_direction, params.wind)
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local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.6, 0.2, 0.8) + 0.2
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override["regional_weather:speed_buff"] = movement_penalty
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return override
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end
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climate_api.register_weather(name, conditions, generate_effects)
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@ -1,24 +0,0 @@
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local name = "regional_weather:wind"
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local CLOUD_SPEED_MULTIPLICATOR = 1.8
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local conditions = {}
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local function generate_effects(params)
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local override = {}
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override["climate_api:skybox"] = {
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clouds_data = {
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speed = params.wind * CLOUD_SPEED_MULTIPLICATOR
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}
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}
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local movement_direction = vector.normalize(params.player:get_player_velocity())
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local vector_product = vector.dot(movement_direction, params.wind)
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local movement_penalty = climate_api.utility.logistic_growth(vector_product, 1.6, 0.15, 0.8) + 0.1
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override["regional_weather:speed_buff"] = movement_penalty
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return override
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end
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climate_api.register_weather(name, conditions, generate_effects)
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7
init.lua
7
init.lua
@ -19,14 +19,15 @@ regional_weather.settings.max_height = get_setting_number("max_height", 120)
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regional_weather.settings.min_height = get_setting_number("min_height", -50)
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regional_weather.settings.min_height = get_setting_number("min_height", -50)
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-- import individual weather types
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-- import individual weather types
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dofile(modpath.."/ca_weathers/ambient.lua")
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dofile(modpath.."/ca_weathers/hail.lua")
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dofile(modpath.."/ca_weathers/pollen.lua")
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dofile(modpath.."/ca_weathers/rain.lua")
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dofile(modpath.."/ca_weathers/rain.lua")
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dofile(modpath.."/ca_weathers/rain_heavy.lua")
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dofile(modpath.."/ca_weathers/rain_heavy.lua")
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dofile(modpath.."/ca_weathers/sandstorm.lua")
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dofile(modpath.."/ca_weathers/snow.lua")
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dofile(modpath.."/ca_weathers/snow.lua")
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dofile(modpath.."/ca_weathers/snow_heavy.lua")
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dofile(modpath.."/ca_weathers/snow_heavy.lua")
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dofile(modpath.."/ca_weathers/storm.lua")
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dofile(modpath.."/ca_weathers/storm.lua")
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dofile(modpath.."/ca_weathers/sandstorm.lua")
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dofile(modpath.."/ca_weathers/hail.lua")
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dofile(modpath.."/ca_weathers/pollen.lua")
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-- register environment effects
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-- register environment effects
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dofile(modpath.."/ca_effects/lightning.lua")
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dofile(modpath.."/ca_effects/lightning.lua")
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6
mod.conf
6
mod.conf
@ -5,6 +5,8 @@ release = 1
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depends = climate_api
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depends = climate_api
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optional_depends = lightning
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optional_depends = lightning
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description = """
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description = """
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The ultimate weather mod with support not only for rain, snow, and hail,
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Not every biome is the same and neither should their weather be.
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but also seasons, dynamic puddles and snow layers, wind, regrowing fruit and much more.
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Regional Weather controls it's effects with the local climate in mind.
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Experience the humid air of the rain forest and harsh desert sandstorms.
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"""
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"""
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