start using happy_weather_api, fix #8 sky reseting issue
							
								
								
									
										21
									
								
								LICENSE
									
									
									
									
									
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						| @@ -0,0 +1,21 @@ | ||||
| MIT License | ||||
|  | ||||
| Copyright (c) 2017 Artūras Norkus | ||||
|  | ||||
| Permission is hereby granted, free of charge, to any person obtaining a copy | ||||
| of this software and associated documentation files (the "Software"), to deal | ||||
| in the Software without restriction, including without limitation the rights | ||||
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||||
| copies of the Software, and to permit persons to whom the Software is | ||||
| furnished to do so, subject to the following conditions: | ||||
|  | ||||
| The above copyright notice and this permission notice shall be included in all | ||||
| copies or substantial portions of the Software. | ||||
|  | ||||
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||||
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||||
| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||||
| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||||
| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||||
| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||||
| SOFTWARE. | ||||
							
								
								
									
										42
									
								
								README.md
									
									
									
									
									
								
							
							
						
						| @@ -4,44 +4,46 @@ Weather mod for Minetest (http://minetest.net/) | ||||
|  | ||||
| Weathers included | ||||
| ----------------------- | ||||
| * rain | ||||
| * light_rain, rain, heavy_rain | ||||
| * snow | ||||
| * thunder | ||||
| * thunder (works together with heavy_rain) | ||||
|  | ||||
| Commands | ||||
| ----------------------- | ||||
| `set_weather <weather>` requires `weather_manager` privilege. | ||||
| requires `weather_manager` privilege. | ||||
|  | ||||
|   * `start_weather <weather_code>`  | ||||
|   * `stop_weather <weather_code>`  | ||||
|  | ||||
| Dependencies | ||||
| ----------------------- | ||||
| Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod. | ||||
|  | ||||
| Configuration properties | ||||
| ----------------------- | ||||
| Weather mod for indoor check depends on sunlight propogation check. Some nodes (e.g. glass block) propogates sunlight and thus weather particles will go through it. To change that set `weather_allow_override_nodes=true` in `minetest.conf` file. Be aware that just few nodes will be override and these blocks needs to be re-builded to take effect. Maybe in future other 'cheap' way to check indoor will be available. | ||||
|  | ||||
| Weather mod mostly relies on particles generation however for some small things ABM may be used. Users which do not want it can disable ABM with property `weather_allow_abm=false`. | ||||
|  | ||||
| License of source code: | ||||
| ----------------------- | ||||
| LGPL 2.1+ | ||||
| MIT | ||||
|  | ||||
| Authors of media files: | ||||
| ----------------------- | ||||
|  | ||||
| TeddyDesTodes: | ||||
| Snowflakes licensed under CC-BY-SA 3.0 by from weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather | ||||
|  | ||||
|   * `weather_pack_snow_snowflake1.png` - CC-BY-SA 3.0 | ||||
|   * `weather_pack_snow_snowflake2.png` - CC-BY-SA 3.0 | ||||
|  | ||||
| xeranas: | ||||
|  | ||||
|   * `weather_pack_rain_raindrop_1.png` - CC-0 | ||||
|   * `weather_pack_rain_raindrop_2.png` - CC-0 | ||||
|   * `weather_pack_rain_raindrop_3.png` - CC-0 | ||||
|   * `happy_weather_heavy_rain_drops.png` - CC-0 | ||||
|   * `happy_weather_light_rain_raindrop_1.png` - CC-0 | ||||
|   * `happy_weather_light_rain_raindrop_2.png` - CC-0 | ||||
|   * `happy_weather_light_rain_raindrop_3.png` - CC-0 | ||||
|   * `happy_weather_light_snow_snowflake_1.png` - CC-0 | ||||
|   * `happy_weather_light_snow_snowflake_2.png` - CC-0 | ||||
|   * `happy_weather_light_snow_snowflake_3.png` - CC-0 | ||||
|  | ||||
| inchadney (http://freesound.org/people/inchadney/): | ||||
|  | ||||
|   * `weather_rain.ogg` - CC-BY-SA 3.0 (cut from http://freesound.org/people/inchadney/sounds/58835/) | ||||
|   * `rain_drop.ogg` - CC-BY-SA 3.0 (cut from http://freesound.org/people/inchadney/sounds/58835/) | ||||
|  | ||||
| rcproductions54 (http://freesound.org/people/rcproductions54/): | ||||
|  | ||||
|   * `light_rain_drop.ogg` - CC-0 (http://freesound.org/people/rcproductions54/sounds/265045/) | ||||
|  | ||||
| uberhuberman | ||||
|  | ||||
|   * `heavy_rain_drop.ogg` - CC BY 3.0 (https://www.freesound.org/people/uberhuberman/sounds/21189/) | ||||
|   | ||||
							
								
								
									
										21
									
								
								abm.lua
									
									
									
									
									
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						| @@ -0,0 +1,21 @@ | ||||
| -------------------------------- | ||||
| -- Happy Weather: ABM registers | ||||
|  | ||||
| -- License: MIT | ||||
|  | ||||
| -- Credits: xeranas | ||||
| -------------------------------- | ||||
|  | ||||
| -- ABM for extinguish fire | ||||
| minetest.register_abm({ | ||||
| 	nodenames = {"fire:basic_flame"}, | ||||
| 	interval = 4.0, | ||||
| 	chance = 2, | ||||
| 	action = function(pos, node, active_object_count, active_object_count_wider) | ||||
| 		if happy_weather.is_weather_active("heavy_rain") or happy_weather.is_weather_active("rain") then | ||||
| 			if hw_utils.is_outdoor(pos) then | ||||
| 				minetest.remove_node(pos) | ||||
| 			end | ||||
| 		end | ||||
| 	end | ||||
| }) | ||||
							
								
								
									
										36
									
								
								commands.lua
									
									
									
									
									
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						| @@ -0,0 +1,36 @@ | ||||
| ------------------------------------ | ||||
| -- Happy Weather API Chat Commands | ||||
|  | ||||
| -- License: MIT | ||||
|  | ||||
| -- Credits: xeranas | ||||
| ------------------------------------ | ||||
|  | ||||
| minetest.register_privilege("weather_manager", { | ||||
| 	description = "Gives ability to control weather", | ||||
| 	give_to_singleplayer = false | ||||
| }) | ||||
|  | ||||
| minetest.register_chatcommand("start_weather", { | ||||
| 	params = "<weather_cd>", | ||||
| 	description = "Starts weather by given weather code.", | ||||
| 	privs = {weather_manager = true}, | ||||
| 	func = function(name, param) | ||||
| 		if param ~= nil then | ||||
| 			happy_weather.request_to_start(param) | ||||
| 			minetest.log("action", name .. " requested weather '" .. param .. "' from chat command") | ||||
| 		end | ||||
| 	end | ||||
| }) | ||||
|  | ||||
| minetest.register_chatcommand("stop_weather", { | ||||
| 	params = "<weather_cd>", | ||||
| 	description = "Ends weather by given weather code.", | ||||
| 	privs = {weather_manager = true}, | ||||
| 	func = function(name, param) | ||||
| 		if param ~= nil then | ||||
| 			happy_weather.request_to_end(param) | ||||
| 			minetest.log("action", name .. " requested weather '" .. param .. "' ending from chat command") | ||||
| 		end | ||||
| 	end | ||||
| }) | ||||
							
								
								
									
										271
									
								
								embedded_happy_weather_api.lua
									
									
									
									
									
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						| @@ -0,0 +1,271 @@ | ||||
| --------------------------- | ||||
| -- Happy Weather API | ||||
|  | ||||
| -- License: MIT | ||||
| -- Credits: xeranas | ||||
| --------------------------- | ||||
|  | ||||
| -- Main object which will be used in Weather API lifecycle | ||||
| happy_weather = {} | ||||
|  | ||||
| -- Local variables which helps organize active and deactive weahers | ||||
| local registered_weathers = {} | ||||
| local active_weathers = {} | ||||
|  | ||||
| --------------------------- | ||||
| -- Weather API functions -- | ||||
| --------------------------- | ||||
|  | ||||
| -- Adds weather to register_weathers table | ||||
| happy_weather.register_weather = function(weather_obj) | ||||
| 	table.insert(registered_weathers, weather_obj) | ||||
| end | ||||
|  | ||||
| -- Returns true if weather is active right now, false otherwise | ||||
| happy_weather.is_weather_active = function(weather_code) | ||||
| 	if #active_weathers == 0 then | ||||
| 		return false | ||||
| 	end | ||||
|  | ||||
| 	for k, weather_ in ipairs(active_weathers) do | ||||
| 		if weather_.code == weather_code then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| -- Requests weaher to start | ||||
| happy_weather.request_to_start = function(weather_code, position) | ||||
| 	if #registered_weathers == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, weather_ in ipairs(registered_weathers) do | ||||
| 		if weather_.code == weather_code and weather_.start ~= nil then | ||||
| 			weather_.start(position) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- Requests weaher to end | ||||
| happy_weather.request_to_end = function(weather_code) | ||||
| 	if #active_weathers == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, weather_ in ipairs(active_weathers) do | ||||
| 		if weather_.code == weather_code and weather_.stop ~= nil then | ||||
| 			weather_.stop() | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| ------------------------------------ | ||||
| -- Local helper / utility methods -- | ||||
| ------------------------------------ | ||||
|  | ||||
| -- Adds weather to active_weathers table | ||||
| local add_active_weather = function(weather_obj) | ||||
| 	table.insert(active_weathers, weather_obj) | ||||
| end | ||||
|  | ||||
| -- Remove weather from active_weathers table | ||||
| local remove_active_weather = function(weather_code) | ||||
| 	if #active_weathers == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, weather_ in ipairs(active_weathers) do | ||||
| 		if weather_.code == weather_code then | ||||
| 			table.remove(active_weathers, k) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- adds player to affected_players table | ||||
| local add_player = function(affected_players, player) | ||||
| 	table.insert(affected_players, player) | ||||
| end | ||||
|  | ||||
| -- remove player from affected_players table | ||||
| local remove_player = function(affected_players, player_name) | ||||
| 	if #affected_players == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, player_ in ipairs(affected_players) do | ||||
| 		if player_:get_player_name() == player_name then | ||||
| 			table.remove(affected_players, k) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local is_player_affected = function(affected_players, player_name) | ||||
| 	if #affected_players == 0 then | ||||
| 		return false | ||||
| 	end | ||||
|  | ||||
| 	for k, player_ in ipairs(affected_players) do | ||||
| 		if player_:get_player_name() == player_name then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| ----------------------------------------------------------------------------- | ||||
| -- Weather object callback wrappers to avoid issues from undefined methods -- | ||||
| ----------------------------------------------------------------------------- | ||||
|  | ||||
| -- Weather is_starting method nil-safe wrapper | ||||
| local weather_is_starting = function(weather_obj, dtime, position) | ||||
| 	if weather_obj.is_starting == nil then | ||||
| 		return false | ||||
| 	end | ||||
| 	return weather_obj.is_starting(dtime, position) | ||||
| end | ||||
|  | ||||
| -- Weather is_starting method nil-safe wrapper | ||||
| local weather_is_ending = function(weather_obj, dtime) | ||||
| 	if weather_obj.is_ending == nil then | ||||
| 		return false | ||||
| 	end | ||||
| 	return weather_obj.is_ending(dtime) | ||||
| end | ||||
|  | ||||
| -- Weather add_player method nil-safe wrapper | ||||
| local weather_add_player = function(weather_obj, player) | ||||
| 	if weather_obj.add_player == nil then | ||||
| 		return | ||||
| 	end | ||||
| 	weather_obj.add_player(player) | ||||
| end | ||||
|  | ||||
| -- Weather remove_player method nil-safe wrapper | ||||
| local weather_remove_player = function(weather_obj, player) | ||||
| 	if weather_obj.remove_player == nil then | ||||
| 		return | ||||
| 	end | ||||
| 	weather_obj.remove_player(player) | ||||
| end | ||||
|  | ||||
| -- Weather remove_player method nil-safe wrapper | ||||
| local weather_in_area = function(weather_obj, position) | ||||
| 	if weather_obj.in_area == nil then | ||||
| 		return true | ||||
| 	end | ||||
| 	return weather_obj.in_area(position) | ||||
| end | ||||
|  | ||||
| -- Weather render method nil-safe wrapper | ||||
| local weather_render = function(weather_obj, dtime, player) | ||||
| 	if weather_obj.render == nil then | ||||
| 		return | ||||
| 	end | ||||
| 	weather_obj.render(dtime, player) | ||||
| end | ||||
|  | ||||
| -- Weather start method nil-safe wrapper | ||||
| local weather_start = function(weather_obj, player) | ||||
| 	if weather_obj.start == nil then | ||||
| 		return | ||||
| 	end | ||||
| 	weather_obj.start(player) | ||||
| end | ||||
|  | ||||
| -- Weather stop method nil-safe wrapper | ||||
| local weather_stop = function(weather_obj, player) | ||||
| 	if weather_obj.stop == nil then | ||||
| 		return | ||||
| 	end | ||||
| 	weather_obj.stop(player) | ||||
| end | ||||
|  | ||||
| -- Perform clean-up callbacks calls sets flags upon weaher end | ||||
| local prepare_ending = function(weather_obj) | ||||
| 	weather_obj.active = false | ||||
| 	remove_active_weather(weather_obj.code) | ||||
| end | ||||
|  | ||||
| -- Perform weather setup for certain player | ||||
| local prepare_starting = function(weather_obj) | ||||
| 	weather_obj.active = true | ||||
| 	weather_obj.affected_players = {} | ||||
| 	add_active_weather(weather_obj) | ||||
| end | ||||
|  | ||||
| -- While still active weather can or can not affect players based on area they are | ||||
| local render_if_in_area = function(weather_obj, dtime, player) | ||||
| 	if is_player_affected(weather_obj.affected_players, player:get_player_name()) then | ||||
| 		if weather_in_area(weather_obj, player:getpos()) then | ||||
| 			weather_render(weather_obj, dtime, player) | ||||
| 		else | ||||
| 			weather_remove_player(weather_obj, player) | ||||
| 			remove_player(weather_obj.affected_players, player:get_player_name()) | ||||
| 		end | ||||
| 	else | ||||
| 		if weather_in_area(weather_obj, player:getpos()) then | ||||
| 			add_player(weather_obj.affected_players, player) | ||||
| 			weather_add_player(weather_obj, player) | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
|  | ||||
| -------------------------- | ||||
| -- Global step function -- | ||||
| -------------------------- | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
|  | ||||
| 	if #registered_weathers == 0 then | ||||
| 		-- no registered weathers, do nothing. | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if #minetest.get_connected_players() == 0 then | ||||
| 		-- no actual players, do nothing. | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	-- Loop through registered weathers | ||||
| 	for i, weather_ in ipairs(registered_weathers) do | ||||
| 		local deactivate_weather = false | ||||
| 		local activate_weather = false | ||||
|  | ||||
| 		-- Loop through connected players | ||||
| 		for ii, player in ipairs(minetest.get_connected_players()) do | ||||
| 			 | ||||
| 			-- Weaher is active checking if it about to end | ||||
| 			if weather_.active then  | ||||
| 				if weather_is_ending(weather_, dtime) or deactivate_weather then | ||||
| 					weather_remove_player(weather_, player) | ||||
| 					remove_player(weather_.affected_players, player:get_player_name()) | ||||
| 					deactivate_weather = true -- should remain true until all players will be removed from weather | ||||
| 				 | ||||
| 				-- Weather still active updating it | ||||
| 				else | ||||
| 					render_if_in_area(weather_, dtime, player) | ||||
| 				end | ||||
|  | ||||
| 			-- Weaher is not active checking if it about to start | ||||
| 			else | ||||
| 				if weather_.is_starting(dtime, player:getpos()) then | ||||
| 					activate_weather = true | ||||
| 				end | ||||
| 			end	 | ||||
| 		end | ||||
|  | ||||
| 		if deactivate_weather then | ||||
| 			prepare_ending(weather_) | ||||
| 		end | ||||
|  | ||||
| 		if activate_weather then | ||||
| 			prepare_starting(weather_) | ||||
| 		end | ||||
| 	end | ||||
| end) | ||||
							
								
								
									
										265
									
								
								embedded_sky_layer_api.lua
									
									
									
									
									
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						| @@ -0,0 +1,265 @@ | ||||
| ------------------------- | ||||
| -- Sky Layers: API | ||||
|  | ||||
| -- License: MIT | ||||
| -- Credits: xeranas | ||||
| ------------------------- | ||||
|  | ||||
| skylayer = {} | ||||
|  | ||||
| -- flag for enable / disable skylayer temporally if needed | ||||
| skylayer.enabled = true | ||||
|  | ||||
| -- supported skylayer types | ||||
| skylayer.SKY_PLAIN = "plain" | ||||
| skylayer.SKY_SOLID_COLOR = "solid_color" | ||||
| skylayer.SKY_SKYBOX = "skybox" | ||||
|  | ||||
| -- helps track total dtime | ||||
| local timer = 0 | ||||
|  | ||||
| local gradient_default_min_value = 0 | ||||
| local gradient_default_max_value = 1000 | ||||
|  | ||||
| -- how often sky will be updated in seconds | ||||
| skylayer.update_interval = 4 | ||||
|  | ||||
| -- keeps player related data such as player itself and own sky layers | ||||
| local sky_players = {} | ||||
|  | ||||
| -- adds player to sky layer affected players list | ||||
| local add_player = function(player) | ||||
| 	local data = {} | ||||
| 	data.id = player:get_player_name() | ||||
| 	data.player = player | ||||
| 	data.skylayers = {} | ||||
| 	table.insert(sky_players, data) | ||||
| end | ||||
|  | ||||
| -- remove player from sky layer affected players list | ||||
| local remove_player = function(player_name) | ||||
| 	if #sky_players == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, player_data in ipairs(sky_players) do | ||||
| 		if player_data.id == player_name then | ||||
| 			set_default_sky(player_data.player) | ||||
| 			table.remove(sky_players, k) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local get_player_by_name = function(player_name) | ||||
| 	if player_name == nil then | ||||
| 		return nil | ||||
| 	end | ||||
|  | ||||
| 	if #minetest.get_connected_players() == 0 then | ||||
| 		return nil | ||||
| 	end | ||||
|  | ||||
| 	for i, player in ipairs(minetest.get_connected_players()) do | ||||
| 		if player:get_player_name() == player_name then | ||||
| 			return player | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	return nil | ||||
| end | ||||
|  | ||||
| local get_player_data = function(player_name) | ||||
| 	if #sky_players == 0 then | ||||
| 		return nil | ||||
| 	end | ||||
|  | ||||
| 	for k, player_data in ipairs(sky_players) do | ||||
| 		if player_data.id == player_name then | ||||
| 			return player_data | ||||
| 		end | ||||
| 	end	 | ||||
| end | ||||
|  | ||||
| local create_new_player_data = function(player_name) | ||||
| 	local player_data = get_player_data(player_name) | ||||
| 	if player_data == nil then | ||||
| 		local player = get_player_by_name(player_name) | ||||
| 		if player == nil then | ||||
| 			minetest.log("error", "Fail to resolve player '" .. player_name .. "'") | ||||
| 			return | ||||
| 		end | ||||
| 		add_player(player) | ||||
| 		return get_player_data(player_name) | ||||
| 	end | ||||
| 	return player_data | ||||
| end | ||||
|  | ||||
| -- sets default / regular sky for player | ||||
| local set_default_sky = function(player) | ||||
| 	player:set_sky(nil, "regular", nil) | ||||
| end | ||||
|  | ||||
| -- resolves latest skylayer based on added layer time | ||||
| local get_latest_layer = function(layers) | ||||
| 	if #layers == 0 then | ||||
| 		return nil | ||||
| 	end | ||||
|  | ||||
| 	local latest_layer = nil | ||||
| 	for k, layer in ipairs(layers) do | ||||
| 		if latest_layer == nil then | ||||
| 			latest_layer = layer | ||||
| 		else | ||||
| 			if layer.added_time >= latest_layer.added_time then | ||||
| 				latest_layer = layer | ||||
| 			end | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	return latest_layer | ||||
| end | ||||
|  | ||||
| local convert_to_rgb = function(minval, maxval, current_val, colors) | ||||
| 	local max_index = #colors - 1 | ||||
| 	local val = (current_val-minval) / (maxval-minval) * max_index + 1.0 | ||||
| 	local index1 = math.floor(val) | ||||
| 	local index2 = math.min(math.floor(val)+1, max_index + 1) | ||||
| 	local f = val - index1 | ||||
| 	local c1 = colors[index1] | ||||
| 	local c2 = colors[index2] | ||||
| 	 | ||||
| 	return { | ||||
| 		r=math.floor(c1.r + f*(c2.r - c1.r)),  | ||||
| 		g=math.floor(c1.g + f*(c2.g-c1.g)),  | ||||
| 		b=math.floor(c1.b + f*(c2.b - c1.b)) | ||||
| 	} | ||||
| end | ||||
|  | ||||
| -- Returns current layer color in {r, g, b} format | ||||
| local get_current_layer_color = function(layer_data) | ||||
| 	-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value. | ||||
| 	local timeofday = minetest.get_timeofday() | ||||
| 	local min_val = layer_data.gradient_data.min_value | ||||
| 	if min_val == nil then | ||||
| 		min_val = gradient_default_min_value | ||||
| 	end | ||||
| 	local max_val = layer_data.gradient_data.max_value | ||||
| 	if max_val == nil then | ||||
| 		max_val = gradient_default_max_value | ||||
| 	end | ||||
| 	local rounded_time = math.floor(timeofday * max_val) | ||||
| 	local gradient_colors = layer_data.gradient_data.colors | ||||
| 	local color = convert_to_rgb(min_val, max_val, rounded_time, gradient_colors) | ||||
| 	return color | ||||
| end | ||||
|  | ||||
| local update_plain_sky = function(player, layer_data) | ||||
| 	local color = get_current_layer_color(layer_data) | ||||
| 	player:set_sky(color, "plain", nil) | ||||
| end | ||||
|  | ||||
| local update_solid_color_sky = function(player, layer_data) | ||||
| 	player:set_sky(layer_data.color, "plain", nil) | ||||
| end | ||||
|  | ||||
| local update_skybox_sky = function(player, layer_data) | ||||
| 	player:set_sky(layer_data.skybox[1], layer_data.skybox[2], layer_data.skybox[3]) | ||||
| end | ||||
|  | ||||
| local update_sky = function(player, timer) | ||||
| 	local player_data = get_player_data(player:get_player_name()) | ||||
| 	if player_data == nil then return end | ||||
|  | ||||
| 	local current_layer = get_latest_layer(player_data.skylayers) | ||||
| 	if current_layer == nil then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if current_layer.updated == false or timer >= skylayer.update_interval then | ||||
| 		current_layer.updated = os.time() | ||||
| 		 | ||||
| 		if current_layer.layer_type == skylayer.SKY_PLAIN then | ||||
| 			update_plain_sky(player, current_layer.data) | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		if current_layer.layer_type == skylayer.SKY_SOLID_COLOR then | ||||
| 			update_solid_color_sky(player, current_layer.data) | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		if current_layer.layer_type == skylayer.SKY_SKYBOX then | ||||
| 			update_skybox_sky(player, current_layer.data) | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
| end | ||||
|  | ||||
| skylayer.add_layer = function(player_name, layer) | ||||
| 	if layer == nil or layer.name == nil then | ||||
| 		minetest.log("error", "Incorrect skylayer definition") | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	local player_data = get_player_data(player_name) | ||||
| 	if player_data == nil then | ||||
| 		player_data = create_new_player_data(player_name) | ||||
| 	end | ||||
|  | ||||
| 	if player_data == nil then | ||||
| 		minetest.log("error", "Fail to add skylayer to player '" .. player_name .. "'") | ||||
| 		return | ||||
| 	end | ||||
| 	layer.added_time = os.time() | ||||
| 	layer.updated = false | ||||
| 	table.insert(player_data.skylayers, layer) | ||||
| end | ||||
|  | ||||
| skylayer.remove_layer = function(player_name, layer_name) | ||||
| 	local player_data = get_player_data(player_name) | ||||
| 	if player_data == nil or player_data.skylayers == nil then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if #player_data.skylayers == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	for k, layer in ipairs(player_data.skylayers) do | ||||
| 		if layer.name == layer_name then | ||||
| 			table.remove(player_data.skylayers, k) | ||||
| 			if #player_data.skylayers == 0 then | ||||
| 				local player = get_player_by_name(player_name) | ||||
| 				if player ~= nil then | ||||
| 					set_default_sky(player) | ||||
| 				end | ||||
| 			end | ||||
| 			return | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| end | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
| 	if skylayer.enabled == false then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if #minetest.get_connected_players() == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	-- timer addition calculated outside of players loop  | ||||
| 	timer = timer + dtime; | ||||
|  | ||||
| 	for k, player in ipairs(minetest.get_connected_players()) do | ||||
| 		update_sky(player, timer) | ||||
| 	end | ||||
|  | ||||
| 	-- reset timer outside of loop to make sure that all players sky will be updated | ||||
| 	if timer >= skylayer.update_interval then | ||||
| 		timer = 0 | ||||
| 	end | ||||
| end) | ||||
|  | ||||
							
								
								
									
										187
									
								
								heavy_rain.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,187 @@ | ||||
| ------------------------------ | ||||
| -- Happy Weather: Heavy Rain | ||||
|  | ||||
| -- License: MIT | ||||
|  | ||||
| -- Credits: xeranas | ||||
| ------------------------------ | ||||
|  | ||||
| local heavy_rain = {} | ||||
| heavy_rain.last_check = 0 | ||||
| heavy_rain.check_interval = 600 | ||||
|  | ||||
| -- Weather identification code | ||||
| heavy_rain.code = "heavy_rain" | ||||
|  | ||||
| -- Keeps sound handler references | ||||
| local sound_handlers = {} | ||||
|  | ||||
| -- Manual triggers flags | ||||
| local manual_trigger_start = false | ||||
| local manual_trigger_end = false | ||||
|  | ||||
| -- Skycolor layer id | ||||
| local SKYCOLOR_LAYER = "happy_weather_heavy_rain_sky" | ||||
|  | ||||
| heavy_rain.is_starting = function(dtime, position) | ||||
| 	if heavy_rain.last_check + heavy_rain.check_interval < os.time() then | ||||
| 		heavy_rain.last_check = os.time() | ||||
| 		if math.random() < 0.05 then | ||||
| 			happy_weather.request_to_end("light_rain") | ||||
|       		happy_weather.request_to_end("rain") | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_start then | ||||
| 		manual_trigger_start = false | ||||
| 		return true | ||||
| 	end | ||||
| 	 | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| heavy_rain.is_ending = function(dtime) | ||||
| 	if heavy_rain.last_check + heavy_rain.check_interval < os.time() then | ||||
| 		heavy_rain.last_check = os.time() | ||||
| 		if math.random() < 0.7 then | ||||
| 			happy_weather.request_to_start("rain") | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_end then | ||||
| 		manual_trigger_end = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| local set_sky_box = function(player_name) | ||||
| 	local sl = {} | ||||
| 	sl.layer_type = skylayer.SKY_PLAIN | ||||
| 	sl.name = SKYCOLOR_LAYER | ||||
| 	sl.data = {gradient_data={}} | ||||
| 	sl.data.gradient_data.colors = { | ||||
| 		{r=0, g=0, b=0}, | ||||
| 		{r=65, g=66, b=78}, | ||||
| 		{r=112, g=110, b=119}, | ||||
| 		{r=65, g=66, b=78}, | ||||
| 		{r=0, g=0, b=0} | ||||
| 	} | ||||
| 	skylayer.add_layer(player_name, sl) | ||||
| end | ||||
|  | ||||
| local set_rain_sound = function(player)  | ||||
| 	return minetest.sound_play("heavy_rain_drop", { | ||||
| 		object = player, | ||||
| 		max_hear_distance = 2, | ||||
| 		loop = true, | ||||
| 	}) | ||||
| end | ||||
|  | ||||
| local remove_rain_sound = function(player) | ||||
| 	local sound = sound_handlers[player:get_player_name()] | ||||
| 	if sound ~= nil then | ||||
| 		minetest.sound_stop(sound) | ||||
| 		sound_handlers[player:get_player_name()] = nil | ||||
| 	end | ||||
| end | ||||
|  | ||||
| heavy_rain.add_player = function(player) | ||||
| 	sound_handlers[player:get_player_name()] = set_rain_sound(player) | ||||
| 	set_sky_box(player:get_player_name()) | ||||
| end | ||||
|  | ||||
| heavy_rain.remove_player = function(player) | ||||
| 	remove_rain_sound(player) | ||||
| 	skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) | ||||
| end | ||||
|  | ||||
| local rain_drop_texture = "happy_weather_heavy_rain_drops.png" | ||||
|  | ||||
| local add_close_range_rain_particle = function(player) | ||||
| 	local offset = { | ||||
| 		front = 1, | ||||
| 		back = 0, | ||||
| 		top = 6 | ||||
| 	} | ||||
|  | ||||
| 	local random_pos = hw_utils.get_random_pos(player, offset) | ||||
| 	local rain_texture_size_offset_y = -1 | ||||
|  | ||||
| 	if hw_utils.is_outdoor(random_pos, rain_texture_size_offset_y) then | ||||
| 		minetest.add_particle({ | ||||
| 		  pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, | ||||
| 		  velocity = {x=0, y=-10, z=0}, | ||||
| 		  acceleration = {x=0, y=-10, z=0}, | ||||
| 		  expirationtime = 5, | ||||
| 		  size = 30, | ||||
| 		  collisiondetection = true, | ||||
| 		  collision_removal = true, | ||||
| 		  vertical = true, | ||||
| 		  texture = rain_drop_texture, | ||||
| 		  playername = player:get_player_name() | ||||
| 		}) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local add_wide_range_rain_particle = function(player) | ||||
| 	local offset = { | ||||
| 		front = 10, | ||||
| 		back = 5, | ||||
| 		top = 8 | ||||
| 	} | ||||
|  | ||||
| 	local random_pos = hw_utils.get_random_pos(player, offset) | ||||
|  | ||||
| 	if hw_utils.is_outdoor(random_pos) then | ||||
| 		minetest.add_particle({ | ||||
| 		  pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, | ||||
| 		  velocity = {x=0, y=-10, z=0}, | ||||
| 		  acceleration = {x=0, y=-15, z=0}, | ||||
| 		  expirationtime = 5, | ||||
| 		  size = 30, | ||||
| 		  collisiondetection = true, | ||||
| 		  collision_removal = true, | ||||
| 		  vertical = true, | ||||
| 		  texture = rain_drop_texture, | ||||
| 		  playername = player:get_player_name() | ||||
| 		}) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local display_rain_particles = function(player) | ||||
| 	if hw_utils.is_underwater(player) then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	add_close_range_rain_particle(player) | ||||
|    | ||||
| 	local particles_number_per_update = 5 | ||||
| 	for i=particles_number_per_update, 1,-1 do | ||||
| 		add_wide_range_rain_particle(player) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| heavy_rain.render = function(dtime, player) | ||||
| 	display_rain_particles(player) | ||||
| end | ||||
|  | ||||
| heavy_rain.start = function() | ||||
| 	manual_trigger_start = true | ||||
| end | ||||
|  | ||||
| heavy_rain.stop = function() | ||||
| 	manual_trigger_end = true | ||||
| end | ||||
|  | ||||
| heavy_rain.in_area = function(position) | ||||
| 	if position.y > -10 then | ||||
| 		return true | ||||
| 	end | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| happy_weather.register_weather(heavy_rain) | ||||
							
								
								
									
										28
									
								
								init.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,13 +1,29 @@ | ||||
| local modpath = minetest.get_modpath("weather_pack"); | ||||
| dofile(modpath.."/weather_core.lua") | ||||
| dofile(modpath.."/snow.lua") | ||||
|  | ||||
| -- If skylayer mod not located then embeded version will be loaded. | ||||
| if minetest.get_modpath("skylayer") == nil then | ||||
|   dofile(modpath.."/embedded_sky_layer_api.lua") | ||||
| end | ||||
|  | ||||
| -- If happy_weather_api mod not located then embeded version will be loaded. | ||||
| if minetest.get_modpath("happy_weather_api") == nil then | ||||
|   dofile(modpath.."/embedded_happy_weather_api.lua") | ||||
|   dofile(modpath.."/commands.lua") | ||||
| end | ||||
|  | ||||
| -- Happy Weather utilities | ||||
| dofile(modpath.."/utils.lua") | ||||
|  | ||||
| dofile(modpath.."/light_rain.lua") | ||||
| dofile(modpath.."/rain.lua") | ||||
| dofile(modpath.."/heavy_rain.lua") | ||||
| dofile(modpath.."/snow.lua") | ||||
|  | ||||
| if minetest.get_modpath("lightning") ~= nil then | ||||
|   dofile(modpath.."/thunder.lua") | ||||
| end | ||||
|  | ||||
| -- If not located then embeded skycolor mod version will be loaded. | ||||
| if minetest.get_modpath("skycolor") == nil then | ||||
|   dofile(modpath.."/skycolor.lua") | ||||
| end | ||||
| -- Turn off lightning mod 'auto mode' | ||||
| lightning.auto = false | ||||
|  | ||||
| dofile(modpath.."/abm.lua") | ||||
|   | ||||
							
								
								
									
										165
									
								
								light_rain.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,165 @@ | ||||
| ------------------------------  | ||||
| -- Happy Weather: Light Rain | ||||
|  | ||||
| -- License: MIT | ||||
|  | ||||
| -- Credits: xeranas | ||||
| ------------------------------ | ||||
|  | ||||
| local light_rain = {} | ||||
| light_rain.last_check = 0 | ||||
| light_rain.check_interval = 300 | ||||
|  | ||||
| -- Weather identification code | ||||
| light_rain.code = "light_rain" | ||||
|  | ||||
| -- Keeps sound handler references  | ||||
| local sound_handlers = {} | ||||
|  | ||||
| -- Manual triggers flags | ||||
| local manual_trigger_start = false | ||||
| local manual_trigger_end = false | ||||
|  | ||||
| -- Skycolor layer id | ||||
| local SKYCOLOR_LAYER = "happy_weather_light_rain_sky" | ||||
|  | ||||
| light_rain.is_starting = function(dtime, position) | ||||
| 	if light_rain.last_check + light_rain.check_interval < os.time() then | ||||
| 		light_rain.last_check = os.time() | ||||
| 		if math.random() < 0.2 then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_start then | ||||
| 		manual_trigger_start = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| light_rain.is_ending = function(dtime) | ||||
| 	if light_rain.last_check + light_rain.check_interval < os.time() then | ||||
| 		light_rain.last_check = os.time() | ||||
| 		if math.random() < 0.4 then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_end then | ||||
| 		manual_trigger_end = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| local set_sky_box = function(player_name) | ||||
| 	local sl = {} | ||||
| 	sl.layer_type = skylayer.SKY_PLAIN | ||||
| 	sl.name = SKYCOLOR_LAYER | ||||
| 	sl.data = {gradient_data={}} | ||||
| 	sl.data.gradient_data.colors = { | ||||
| 		{r=0, g=0, b=0}, | ||||
| 		{r=85, g=86, b=98}, | ||||
| 		{r=152, g=150, b=159}, | ||||
| 		{r=85, g=86, b=98}, | ||||
| 		{r=0, g=0, b=0} | ||||
| 	} | ||||
| 	skylayer.add_layer(player_name, sl) | ||||
| end | ||||
|  | ||||
| local set_rain_sound = function(player)  | ||||
| 	return minetest.sound_play("light_rain_drop", { | ||||
| 		object = player, | ||||
| 		max_hear_distance = 2, | ||||
| 		loop = true, | ||||
| 	}) | ||||
| end | ||||
|  | ||||
| local remove_rain_sound = function(player) | ||||
| 	local sound = sound_handlers[player:get_player_name()] | ||||
| 	if sound ~= nil then | ||||
| 		minetest.sound_stop(sound) | ||||
| 		sound_handlers[player:get_player_name()] = nil | ||||
|   	end | ||||
| end | ||||
|  | ||||
| light_rain.add_player = function(player) | ||||
| 	sound_handlers[player:get_player_name()] = set_rain_sound(player) | ||||
| 	set_sky_box(player:get_player_name()) | ||||
| end | ||||
|  | ||||
| light_rain.remove_player = function(player) | ||||
| 	remove_rain_sound(player) | ||||
| 	skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) | ||||
| end | ||||
|  | ||||
| -- Random texture getter | ||||
| local choice_random_rain_drop_texture = function() | ||||
| 	local texture_name | ||||
| 	local random_number = math.random() | ||||
| 	if random_number > 0.33 then | ||||
| 		texture_name = "happy_weather_light_rain_raindrop_1.png" | ||||
| 	elseif random_number > 0.66 then | ||||
| 		texture_name = "happy_weather_light_rain_raindrop_2.png" | ||||
| 	else | ||||
| 		texture_name = "happy_weather_light_rain_raindrop_3.png" | ||||
| 	end | ||||
| 	return texture_name; | ||||
| end | ||||
|  | ||||
| local add_rain_particle = function(player) | ||||
| 	local offset = { | ||||
| 		front = 5, | ||||
| 		back = 2, | ||||
| 		top = 4 | ||||
| 	} | ||||
|  | ||||
| 	local random_pos = hw_utils.get_random_pos(player, offset) | ||||
|  | ||||
| 	if hw_utils.is_outdoor(random_pos) then | ||||
| 		minetest.add_particle({ | ||||
| 		  pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, | ||||
| 		  velocity = {x=0, y=-10, z=0}, | ||||
| 		  acceleration = {x=0, y=-30, z=0}, | ||||
| 		  expirationtime = 2, | ||||
| 		  size = math.random(0.5, 3), | ||||
| 		  collisiondetection = true, | ||||
| 		  collision_removal = true, | ||||
| 		  vertical = true, | ||||
| 		  texture = choice_random_rain_drop_texture(), | ||||
| 		  playername = player:get_player_name() | ||||
| 		}) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local display_rain_particles = function(player) | ||||
| 	if hw_utils.is_underwater(player) then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	add_rain_particle(player) | ||||
| end | ||||
|  | ||||
| light_rain.in_area = function(position) | ||||
| 	if position.y > -10 then | ||||
| 		return true | ||||
| 	end | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| light_rain.render = function(dtime, player) | ||||
| 	display_rain_particles(player) | ||||
| end | ||||
|  | ||||
| light_rain.start = function() | ||||
| 	manual_trigger_start = true | ||||
| end | ||||
|  | ||||
| light_rain.stop = function() | ||||
| 	manual_trigger_end = true | ||||
| end | ||||
|  | ||||
| happy_weather.register_weather(light_rain) | ||||
							
								
								
									
										296
									
								
								rain.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,186 +1,172 @@ | ||||
| rain = { | ||||
|   -- max rain particles created at time  | ||||
|   particles_count = 35, | ||||
| ------------------------------  | ||||
| -- Happy Weather: Rain | ||||
|  | ||||
|   -- flag to turn on/off extinguish fire for rain  | ||||
|   extinguish_fire = true, | ||||
|    | ||||
|   -- flag useful when mixing weathers | ||||
|   raining = false, | ||||
| -- License: MIT | ||||
|  | ||||
|   -- keeping last timeofday value (rounded).  | ||||
|   -- Defaulted to non-existing value for initial comparing. | ||||
|   sky_last_update = -1, | ||||
| -- Credits: xeranas | ||||
| ------------------------------ | ||||
|  | ||||
|   init_done = false, | ||||
| } | ||||
| local rain = {} | ||||
| rain.last_check = 0 | ||||
| rain.check_interval = 400 | ||||
|  | ||||
| rain.sound_handler = function(player)  | ||||
|   return minetest.sound_play("weather_rain", { | ||||
|     object = player, | ||||
|     max_hear_distance = 2, | ||||
|     loop = true, | ||||
|   }) | ||||
| end | ||||
| -- Weather identification code | ||||
| rain.code = "rain" | ||||
|  | ||||
| -- set skybox based on time (uses skycolor api) | ||||
| rain.set_sky_box = function() | ||||
|   skycolor.add_layer( | ||||
|     "weather-pack-rain-sky", | ||||
|     {{r=0, g=0, b=0}, | ||||
|     {r=85, g=86, b=98}, | ||||
|     {r=152, g=150, b=159}, | ||||
|     {r=85, g=86, b=98}, | ||||
|     {r=0, g=0, b=0}}) | ||||
|   skycolor.active = true | ||||
| end | ||||
| -- Keeps sound handler references  | ||||
| local sound_handlers = {} | ||||
|  | ||||
| -- creating manually parctiles instead of particles spawner because of easier to control | ||||
| -- spawn position. | ||||
| rain.add_rain_particles = function(player) | ||||
| -- Manual triggers flags | ||||
| local manual_trigger_start = false | ||||
| local manual_trigger_end = false | ||||
|  | ||||
|   rain.last_rp_count = 0 | ||||
|   for i=rain.particles_count, 1,-1 do | ||||
|     local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player) | ||||
|     if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then | ||||
|       rain.last_rp_count = rain.last_rp_count + 1 | ||||
|       minetest.add_particle({ | ||||
|         pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z}, | ||||
|         velocity = {x=0, y=-10, z=0}, | ||||
|         acceleration = {x=0, y=-30, z=0}, | ||||
|         expirationtime = 0.2, | ||||
|         size = math.random(0.5, 3), | ||||
|         collisiondetection = true, | ||||
|         collision_removal = true, | ||||
|         vertical = true, | ||||
|         texture = rain.get_texture(), | ||||
|         playername = player:get_player_name() | ||||
|       }) | ||||
| -- Skycolor layer id | ||||
| local SKYCOLOR_LAYER = "happy_weather_rain_sky" | ||||
|  | ||||
| rain.is_starting = function(dtime, position) | ||||
|   if rain.last_check + rain.check_interval < os.time() then | ||||
|     rain.last_check = os.time() | ||||
|     if math.random() < 0.1 then | ||||
|       happy_weather.request_to_end("light_rain") | ||||
|       happy_weather.request_to_end("heavy_rain") | ||||
|       return true | ||||
|     end | ||||
|   end | ||||
|  | ||||
| 	if manual_trigger_start then | ||||
| 		manual_trigger_start = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| -- Simple random texture getter | ||||
| rain.get_texture = function() | ||||
|   local texture_name | ||||
|   local random_number = math.random() | ||||
|   if random_number > 0.33 then | ||||
|     texture_name = "weather_pack_rain_raindrop_1.png" | ||||
|   elseif random_number > 0.66 then | ||||
|     texture_name = "weather_pack_rain_raindrop_2.png" | ||||
|   else | ||||
|     texture_name = "weather_pack_rain_raindrop_3.png" | ||||
| rain.is_ending = function(dtime) | ||||
|   if rain.last_check + rain.check_interval < os.time() then | ||||
|     rain.last_check = os.time() | ||||
|     if math.random() < 0.3 then | ||||
|       happy_weather.request_to_start("light_rain") | ||||
|       return true | ||||
|     end | ||||
|   end | ||||
|   return texture_name; | ||||
|  | ||||
| 	if manual_trigger_end then | ||||
| 		manual_trigger_end = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| local set_sky_box = function(player_name) | ||||
| 	local sl = {} | ||||
| 	sl.layer_type = skylayer.SKY_PLAIN | ||||
| 	sl.name = SKYCOLOR_LAYER | ||||
| 	sl.data = {gradient_data={}} | ||||
| 	sl.data.gradient_data.colors = { | ||||
| 		{r=0, g=0, b=0}, | ||||
| 		{r=85, g=86, b=98}, | ||||
| 		{r=152, g=150, b=159}, | ||||
| 		{r=85, g=86, b=98}, | ||||
| 		{r=0, g=0, b=0} | ||||
| 	} | ||||
| 	skylayer.add_layer(player_name, sl) | ||||
| end | ||||
|  | ||||
| local set_rain_sound = function(player)  | ||||
| 	return minetest.sound_play("rain_drop", { | ||||
| 		object = player, | ||||
| 		max_hear_distance = 2, | ||||
| 		loop = true, | ||||
| 	}) | ||||
| end | ||||
|  | ||||
| local remove_rain_sound = function(player) | ||||
| 	local sound = sound_handlers[player:get_player_name()] | ||||
| 	if sound ~= nil then | ||||
| 		minetest.sound_stop(sound) | ||||
| 		sound_handlers[player:get_player_name()] = nil | ||||
|   	end | ||||
| end | ||||
|  | ||||
| -- register player for rain weather.  | ||||
| -- basically needs for origin sky reference and rain sound controls. | ||||
| rain.add_player = function(player) | ||||
|   if weather.players[player:get_player_name()] == nil then | ||||
|     local player_meta = {} | ||||
|     player_meta.origin_sky = {player:get_sky()} | ||||
|     weather.players[player:get_player_name()] = player_meta | ||||
|   end | ||||
| 	sound_handlers[player:get_player_name()] = set_rain_sound(player) | ||||
| 	set_sky_box(player:get_player_name()) | ||||
| end | ||||
|  | ||||
| -- remove player from player list effected by rain. | ||||
| -- be sure to remove sound before removing player otherwise soundhandler reference will be lost. | ||||
| rain.remove_player = function(player) | ||||
|   local player_meta = weather.players[player:get_player_name()] | ||||
|   if player_meta ~= nil and player_meta.origin_sky ~= nil then | ||||
|     player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3]) | ||||
|     weather.players[player:get_player_name()] = nil | ||||
|   end | ||||
| 	remove_rain_sound(player) | ||||
| 	skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) | ||||
| end | ||||
|  | ||||
| -- adds and removes rain sound depending how much rain particles around player currently exist. | ||||
| -- have few seconds delay before each check to avoid on/off sound too often  | ||||
| -- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance. | ||||
| rain.update_sound = function(player) | ||||
|   local player_meta = weather.players[player:get_player_name()] | ||||
|   if player_meta ~= nil then | ||||
|     if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then | ||||
|       return false | ||||
|     end | ||||
|    | ||||
|     if player_meta.sound_handler ~= nil then | ||||
|       if rain.last_rp_count == 0 then | ||||
|         minetest.sound_stop(player_meta.sound_handler) | ||||
|         player_meta.sound_handler = nil | ||||
|       end | ||||
|     elseif rain.last_rp_count > 0 then | ||||
|       player_meta.sound_handler = rain.sound_handler(player)       | ||||
|     end | ||||
|      | ||||
|     player_meta.sound_updated = os.time() | ||||
| -- Random texture getter | ||||
| local choice_random_rain_drop_texture = function() | ||||
| 	local texture_name | ||||
| 	local random_number = math.random() | ||||
|   if random_number > 0.33 then | ||||
|     texture_name = "happy_weather_light_rain_raindrop_1.png" | ||||
|   elseif random_number > 0.66 then | ||||
|     texture_name = "happy_weather_light_rain_raindrop_2.png" | ||||
|   else | ||||
|     texture_name = "happy_weather_light_rain_raindrop_3.png" | ||||
|   end | ||||
| 	return texture_name; | ||||
| end | ||||
|  | ||||
| -- rain sound removed from player. | ||||
| rain.remove_sound = function(player) | ||||
|   local player_meta = weather.players[player:get_player_name()] | ||||
|   if player_meta ~= nil and player_meta.sound_handler ~= nil then | ||||
|     minetest.sound_stop(player_meta.sound_handler) | ||||
|     player_meta.sound_handler = nil | ||||
|   end | ||||
| local add_rain_particle = function(player) | ||||
| 	local offset = { | ||||
| 		front = 5, | ||||
| 		back = 2, | ||||
| 		top = 6 | ||||
| 	} | ||||
|  | ||||
| 	local random_pos = hw_utils.get_random_pos(player, offset) | ||||
|  | ||||
| 	if hw_utils.is_outdoor(random_pos) then | ||||
| 		minetest.add_particle({ | ||||
| 		  pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, | ||||
| 		  velocity = {x=0, y=-15, z=0}, | ||||
| 		  acceleration = {x=0, y=-35, z=0}, | ||||
| 		  expirationtime = 2, | ||||
| 		  size = math.random(1, 6), | ||||
| 		  collisiondetection = true, | ||||
| 		  collision_removal = true, | ||||
| 		  vertical = true, | ||||
| 		  texture = choice_random_rain_drop_texture(), | ||||
| 		  playername = player:get_player_name() | ||||
| 		}) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- callback function for removing rain | ||||
| rain.clear = function()  | ||||
|   rain.raining = false | ||||
|   rain.sky_last_update = -1 | ||||
|   rain.init_done = false | ||||
|   skycolor.remove_layer("weather-pack-rain-sky") | ||||
|   for _, player in ipairs(minetest.get_connected_players()) do | ||||
|     rain.remove_sound(player) | ||||
|     rain.remove_player(player) | ||||
|   end | ||||
| local display_rain_particles = function(player) | ||||
| 	if hw_utils.is_underwater(player) then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	add_rain_particle(player) | ||||
| end | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
|   if weather.state ~= "rain" then  | ||||
|     return false | ||||
|   end | ||||
|    | ||||
|   rain.make_weather() | ||||
| end) | ||||
|  | ||||
| rain.make_weather = function() | ||||
|   if rain.init_done == false then | ||||
|     rain.raining = true | ||||
|     rain.set_sky_box() | ||||
|   end | ||||
|  | ||||
|   for _, player in ipairs(minetest.get_connected_players()) do | ||||
|     if (weather.is_underwater(player)) then  | ||||
|       return false | ||||
|     end | ||||
|     rain.add_player(player) | ||||
|     rain.add_rain_particles(player) | ||||
|     rain.update_sound(player) | ||||
|   end | ||||
| rain.in_area = function(position) | ||||
| 	if position.y > -10 then | ||||
| 		return true | ||||
| 	end | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| if weather.reg_weathers.rain == nil then | ||||
|   weather.reg_weathers.rain = { | ||||
|     chance = 15, | ||||
|     clear = rain.clear | ||||
|   } | ||||
| local particles_number_per_update = 10 | ||||
| rain.render = function(dtime, player) | ||||
|  | ||||
| 	for i=particles_number_per_update, 1,-1 do | ||||
| 		display_rain_particles(player) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| -- ABM for extinguish fire | ||||
| if weather.allow_abm then | ||||
|   minetest.register_abm({ | ||||
|     nodenames = {"fire:basic_flame"}, | ||||
|     interval = 4.0, | ||||
|     chance = 2, | ||||
|     action = function(pos, node, active_object_count, active_object_count_wider) | ||||
|       if rain.raining and rain.extinguish_fire then | ||||
|         if weather.is_outdoor(pos) then | ||||
|           minetest.remove_node(pos) | ||||
|         end | ||||
|       end | ||||
|     end | ||||
|   }) | ||||
| end | ||||
| rain.start = function() | ||||
| 	manual_trigger_start = true | ||||
| end | ||||
|  | ||||
| rain.stop = function() | ||||
| 	manual_trigger_end = true | ||||
| end | ||||
|  | ||||
| happy_weather.register_weather(rain) | ||||
							
								
								
									
										212
									
								
								skycolor.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,212 +0,0 @@ | ||||
| skycolor = { | ||||
| 	-- Should be activated before do any effect. | ||||
| 	active = false, | ||||
|  | ||||
| 	-- To skip update interval | ||||
| 	force_update = true, | ||||
| 	 | ||||
| 	-- Update interval. | ||||
| 	update_interval = 15, | ||||
|  | ||||
| 	-- Main sky colors: starts from midnight to midnight.  | ||||
| 	-- Please do not set directly. Use add_layer instead. | ||||
| 	colors = {}, | ||||
|  | ||||
| 	-- min value which will be used in color gradient, usualy its first user given color in 'pure' color. | ||||
| 	min_val = 0, | ||||
|  | ||||
| 	-- number of colors while constructing gradient of user given colors | ||||
| 	max_val = 1000, | ||||
|  | ||||
| 	-- Enables smooth transition between existing sky color and target. | ||||
| 	smooth_transitions = true, | ||||
|  | ||||
| 	-- Transition between current sky color and new user given. | ||||
| 	transition_in_progress = false, | ||||
|  | ||||
| 	-- Transition colors are generated automaticly during initialization. | ||||
| 	transition_colors = {}, | ||||
|  | ||||
| 	-- Time where transition between current color and user given will be done | ||||
| 	transition_time = 15, | ||||
|  | ||||
| 	-- Tracks how much time passed during transition | ||||
| 	transition_timer = 0, | ||||
|  | ||||
| 	-- Table for tracking layer order | ||||
| 	layer_names = {}, | ||||
|  | ||||
| 	-- To layer to colors table | ||||
| 	add_layer = function(layer_name, layer_color, instant_update) | ||||
| 		skycolor.colors[layer_name] = layer_color | ||||
| 		table.insert(skycolor.layer_names, layer_name) | ||||
| 		if (instant_update ~= true) then | ||||
| 			skycolor.init_transition() | ||||
| 		end | ||||
| 		skycolor.force_update = true | ||||
| 	end, | ||||
|  | ||||
| 	-- Retrieve layer from colors table | ||||
| 	retrieve_layer = function() | ||||
| 		local last_layer = skycolor.layer_names[#skycolor.layer_names] | ||||
| 		return skycolor.colors[last_layer] | ||||
| 	end, | ||||
|  | ||||
| 	-- Remove layer from colors table | ||||
| 	remove_layer = function(layer_name) | ||||
| 		for k, name in ipairs(skycolor.layer_names) do | ||||
| 			if name == layer_name then | ||||
| 				table.remove(skycolor.layer_names, k) | ||||
| 				skycolor.force_update = true | ||||
| 				return | ||||
| 			end | ||||
| 		end | ||||
| 	end, | ||||
|  | ||||
| 	-- Update sky color. If players not specified update sky for all players. | ||||
| 	update_sky_color = function(players) | ||||
| 		local color = skycolor.current_sky_layer_color() | ||||
| 		if (color == nil) then | ||||
| 			skycolor.active = false | ||||
| 			skycolor.set_default_sky() | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		players = skycolor.utils.get_players(players) | ||||
| 		for _, player in ipairs(players) do | ||||
| 			player:set_sky(color, "plain", nil) | ||||
| 		end | ||||
| 	end, | ||||
|  | ||||
| 	-- Returns current layer color in {r, g, b} format | ||||
| 	current_sky_layer_color = function() | ||||
| 		if #skycolor.layer_names == 0 then | ||||
| 			return nil | ||||
| 		end | ||||
|  | ||||
| 		-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value. | ||||
| 		local timeofday = minetest.get_timeofday() | ||||
| 		local rounded_time = math.floor(timeofday * skycolor.max_val) | ||||
| 		local color = skycolor.utils.convert_to_rgb(skycolor.min_val, skycolor.max_val, rounded_time, skycolor.retrieve_layer()) | ||||
| 		return color | ||||
| 	end, | ||||
|  | ||||
| 	-- Initialy used only on  | ||||
| 	update_transition_sky_color = function() | ||||
| 		if #skycolor.layer_names == 0 then | ||||
| 			skycolor.active = false | ||||
| 			skycolor.set_default_sky() | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		local multiplier = 100 | ||||
| 		local rounded_time = math.floor(skycolor.transition_timer * multiplier) | ||||
| 		if rounded_time >= skycolor.transition_time * multiplier then | ||||
| 			skycolor.stop_transition() | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		local color = skycolor.utils.convert_to_rgb(0, skycolor.transition_time * multiplier, rounded_time, skycolor.transition_colors) | ||||
|  | ||||
| 		local players = skycolor.utils.get_players(nil) | ||||
| 		for _, player in ipairs(players) do | ||||
| 			player:set_sky(color, "plain", nil) | ||||
| 		end | ||||
| 	end, | ||||
|  | ||||
| 	-- Reset sky color to game default. If players not specified update sky for all players. | ||||
| 	-- Could be sometimes useful but not recomended to use in general case as there may be other color layers | ||||
| 	-- which needs to preserve. | ||||
| 	set_default_sky = function(players) | ||||
| 		local players = skycolor.utils.get_players(players) | ||||
| 		for _, player in ipairs(players) do | ||||
| 			player:set_sky(nil, "regular", nil) | ||||
| 		end | ||||
| 	end, | ||||
|  | ||||
| 	init_transition = function() | ||||
| 		-- sadly default sky returns unpredictible colors so transition mode becomes usable only for user defined color layers | ||||
| 		-- Here '2' means that one color layer existed before new added and transition is posible. | ||||
| 		if #skycolor.layer_names < 2 then | ||||
| 			return | ||||
| 		end | ||||
|  | ||||
| 		local transition_start_color = skycolor.utils.get_current_bg_color() | ||||
| 		if (transition_start_color == nil) then | ||||
| 			return | ||||
| 		end | ||||
| 		local transition_end_color = skycolor.current_sky_layer_color() | ||||
| 		skycolor.transition_colors = {transition_start_color, transition_end_color} | ||||
| 		skycolor.transition_in_progress = true | ||||
| 	end, | ||||
|  | ||||
| 	stop_transition = function() | ||||
| 		skycolor.transition_in_progress = false | ||||
| 		skycolor.transition_colors = {} | ||||
| 		skycolor.transition_timer = 0 | ||||
| 	end, | ||||
|  | ||||
| 	utils = { | ||||
| 		convert_to_rgb = function(minval, maxval, current_val, colors) | ||||
| 			local max_index = #colors - 1 | ||||
| 			local val = (current_val-minval) / (maxval-minval) * max_index + 1.0 | ||||
| 			local index1 = math.floor(val) | ||||
| 			local index2 = math.min(math.floor(val)+1, max_index + 1) | ||||
| 			local f = val - index1 | ||||
| 			local c1 = colors[index1] | ||||
| 			local c2 = colors[index2] | ||||
| 			return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))} | ||||
| 		end, | ||||
|  | ||||
| 		-- Simply getter. Ether returns user given players list or get all connected players if none provided | ||||
| 		get_players = function(players) | ||||
| 			if players == nil or #players == 0 then | ||||
| 				players = minetest.get_connected_players() | ||||
| 			end | ||||
| 			return players | ||||
| 		end, | ||||
|  | ||||
| 		-- Returns first player sky color. I assume that all players are in same color layout. | ||||
| 		get_current_bg_color = function() | ||||
| 			local players = skycolor.utils.get_players(nil) | ||||
| 			for _, player in ipairs(players) do | ||||
| 				return player:get_sky() | ||||
| 			end	 | ||||
| 			return nil | ||||
| 		end | ||||
| 	}, | ||||
|  | ||||
| } | ||||
|  | ||||
| local timer = 0 | ||||
| minetest.register_globalstep(function(dtime) | ||||
| 	if skycolor.active ~= true or #minetest.get_connected_players() == 0 then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if skycolor.smooth_transitions and skycolor.transition_in_progress then | ||||
| 		skycolor.transition_timer = skycolor.transition_timer + dtime | ||||
| 		skycolor.update_transition_sky_color() | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	if skycolor.force_update then | ||||
| 		skycolor.update_sky_color() | ||||
| 		skycolor.force_update = false | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	-- regular updates based on iterval | ||||
| 	timer = timer + dtime; | ||||
| 	if timer >= skycolor.update_interval then | ||||
| 		skycolor.update_sky_color() | ||||
| 		timer = 0 | ||||
| 	end | ||||
|  | ||||
| end) | ||||
|  | ||||
| minetest.register_on_joinplayer(function(player) | ||||
| 	if (skycolor.active) then | ||||
| 		skycolor.update_sky_color({player}) | ||||
| 	end | ||||
| end) | ||||
							
								
								
									
										194
									
								
								snow.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,90 +1,122 @@ | ||||
| snow = {} | ||||
| ------------------------------ | ||||
| -- Happy Weather: Light Rain | ||||
|  | ||||
| snow.particles_count = 15 | ||||
| snow.init_done = false | ||||
| -- License: MIT | ||||
|  | ||||
| -- calculates coordinates and draw particles for snow weather  | ||||
| snow.add_rain_particles = function(player) | ||||
|   rain.last_rp_count = 0 | ||||
|   for i=snow.particles_count, 1,-1 do | ||||
|     local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player) | ||||
|     random_pos_y = math.random() + math.random(player:getpos().y - 1, player:getpos().y + 7) | ||||
|     if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then | ||||
|       rain.last_rp_count = rain.last_rp_count + 1 | ||||
|       minetest.add_particle({ | ||||
|         pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z}, | ||||
|         velocity = {x = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)}, | ||||
|         acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)}, | ||||
|         expirationtime = 2.0, | ||||
|         size = math.random(0.5, 2), | ||||
|         collisiondetection = true, | ||||
|         collision_removal = true, | ||||
|         vertical = true, | ||||
|         texture = snow.get_texture(), | ||||
|         playername = player:get_player_name() | ||||
|       }) | ||||
|     end | ||||
| -- Credits: xeranas | ||||
| ------------------------------ | ||||
|  | ||||
| local snow = {} | ||||
|  | ||||
| -- Weather identification code | ||||
| snow.code = "snow" | ||||
|  | ||||
| -- Manual triggers flags | ||||
| local manual_trigger_start = false | ||||
| local manual_trigger_end = false | ||||
|  | ||||
| -- Skycolor layer id | ||||
| local SKYCOLOR_LAYER = "happy_weather_snow_sky" | ||||
|  | ||||
| snow.is_starting = function(dtime, position) | ||||
| 	if manual_trigger_start then | ||||
| 		manual_trigger_start = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| snow.is_ending = function(dtime) | ||||
| 	if manual_trigger_end then | ||||
| 		manual_trigger_end = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| local set_sky_box = function(player_name) | ||||
| 	local sl = {} | ||||
| 	sl.layer_type = skylayer.SKY_PLAIN | ||||
| 	sl.name = SKYCOLOR_LAYER | ||||
| 	sl.data = {gradient_data={}} | ||||
| 	sl.data.gradient_data.colors = { | ||||
| 		{r=0, g=0, b=0}, | ||||
| 		{r=241, g=244, b=249}, | ||||
| 		{r=0, g=0, b=0} | ||||
| 	} | ||||
| 	skylayer.add_layer(player_name, sl) | ||||
| end | ||||
|  | ||||
| snow.add_player = function(player) | ||||
| 	set_sky_box(player:get_player_name()) | ||||
| end | ||||
|  | ||||
| snow.remove_player = function(player) | ||||
| 	skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER) | ||||
| end | ||||
|  | ||||
| -- Random texture getter | ||||
| local choice_random_rain_drop_texture = function() | ||||
| 	local texture_name | ||||
| 	local random_number = math.random() | ||||
| 	if random_number > 0.33 then | ||||
| 		texture_name = "happy_weather_light_snow_snowflake_1.png" | ||||
| 	elseif random_number > 0.66 then | ||||
| 		texture_name = "happy_weather_light_snow_snowflake_2.png" | ||||
| 	else | ||||
| 		texture_name = "happy_weather_light_snow_snowflake_3.png" | ||||
| 	end | ||||
| 	return texture_name; | ||||
| end | ||||
|  | ||||
| local add_particle = function(player) | ||||
| 	local offset = { | ||||
| 		front = 5, | ||||
| 		back = 2, | ||||
| 		top = 4 | ||||
| 	} | ||||
|  | ||||
| 	local random_pos = hw_utils.get_random_pos(player, offset) | ||||
|  | ||||
| 	if hw_utils.is_outdoor(random_pos) then | ||||
| 		minetest.add_particle({ | ||||
| 			pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z}, | ||||
| 			velocity = {x = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)}, | ||||
|         	acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)}, | ||||
|         	expirationtime = 2.0, | ||||
|         	size = math.random(0.5, 2), | ||||
| 			collisiondetection = true, | ||||
| 			collision_removal = true, | ||||
| 			vertical = true, | ||||
| 			texture = choice_random_rain_drop_texture(), | ||||
| 			playername = player:get_player_name() | ||||
| 		}) | ||||
| 	end | ||||
| end | ||||
|  | ||||
| local display_particles = function(player) | ||||
| 	if hw_utils.is_underwater(player) then | ||||
| 		return | ||||
| 	end | ||||
|  | ||||
| 	add_particle(player) | ||||
| end | ||||
|  | ||||
| local particles_number_per_update = 10 | ||||
| snow.render = function(dtime, player) | ||||
|   for i=particles_number_per_update, 1,-1 do | ||||
|     display_particles(player) | ||||
|   end | ||||
| end | ||||
|  | ||||
| snow.set_sky_box = function() | ||||
|   skycolor.add_layer( | ||||
|     "weather-pack-snow-sky", | ||||
|     {{r=0, g=0, b=0}, | ||||
|     {r=241, g=244, b=249}, | ||||
|     {r=0, g=0, b=0}} | ||||
|   ) | ||||
|   skycolor.active = true | ||||
| snow.start = function() | ||||
| 	manual_trigger_start = true | ||||
| end | ||||
|  | ||||
| snow.clear = function()  | ||||
|   skycolor.remove_layer("weather-pack-snow-sky") | ||||
|   snow.init_done = false | ||||
| end | ||||
|  | ||||
| -- Simple random texture getter | ||||
| snow.get_texture = function() | ||||
|   local texture_name | ||||
|   local random_number = math.random() | ||||
|   if random_number > 0.5 then | ||||
|     texture_name = "weather_pack_snow_snowflake1.png" | ||||
|   else | ||||
|     texture_name = "weather_pack_snow_snowflake2.png" | ||||
|   end | ||||
|   return texture_name; | ||||
| end | ||||
|  | ||||
| local timer = 0 | ||||
| minetest.register_globalstep(function(dtime) | ||||
|   if weather.state ~= "snow" then  | ||||
|     return false | ||||
|   end | ||||
|    | ||||
|   timer = timer + dtime; | ||||
|   if timer >= 0.5 then | ||||
|     timer = 0 | ||||
|   else | ||||
|     return | ||||
|   end | ||||
|  | ||||
|   if snow.init_done == false then | ||||
|     snow.set_sky_box() | ||||
|     snow.init_done = true | ||||
|   end | ||||
|  | ||||
|   for _, player in ipairs(minetest.get_connected_players()) do | ||||
|     if (weather.is_underwater(player)) then  | ||||
|       return false | ||||
|     end | ||||
|     snow.add_rain_particles(player) | ||||
|   end | ||||
| end) | ||||
|  | ||||
| -- register snow weather | ||||
| if weather.reg_weathers.snow == nil then | ||||
|   weather.reg_weathers.snow = { | ||||
|     chance = 10, | ||||
|     clear = snow.clear | ||||
|   } | ||||
| snow.stop = function() | ||||
| 	manual_trigger_end = true | ||||
| end | ||||
|  | ||||
| happy_weather.register_weather(snow) | ||||
							
								
								
									
										
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										111
									
								
								thunder.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,37 +1,86 @@ | ||||
| -- turn off lightning mod 'auto mode' | ||||
| lightning.auto = false | ||||
| ---------------------------------------------------------------- | ||||
| -- Happy Weather: Thunder | ||||
|  | ||||
| thunder = { | ||||
|   next_strike = 0, | ||||
|   min_delay = 3, | ||||
|   max_delay = 12, | ||||
| } | ||||
| -- License: MIT | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
|   if weather.state ~= "thunder" then  | ||||
|     return false | ||||
|   end | ||||
|    | ||||
|   rain.make_weather() | ||||
|    | ||||
|   if (thunder.next_strike <= os.time()) then | ||||
|     lightning.strike() | ||||
|     local delay = math.random(thunder.min_delay, thunder.max_delay) | ||||
|     thunder.next_strike = os.time() + delay | ||||
|   end | ||||
| -- Credits: xeranas | ||||
|  | ||||
| end) | ||||
| -- See also: lightning mod for actual lightning effect, sounds.   | ||||
| ---------------------------------------------------------------- | ||||
|  | ||||
| thunder.clear = function() | ||||
|   rain.clear() | ||||
| local thunder = {} | ||||
| thunder.last_check = 0 | ||||
| thunder.check_interval = 100 | ||||
|  | ||||
| -- Weather identification code | ||||
| thunder.code = "thunder" | ||||
|  | ||||
| local thunder_target_weather_code = "heavy_rain" | ||||
|  | ||||
| -- Manual triggers flags | ||||
| local manual_trigger_start = false | ||||
| local manual_trigger_end = false | ||||
|  | ||||
| -- Thunder weather appearance control | ||||
| local thunder_weather_chance = 5 -- 5 percent appearance during heavy rain | ||||
| local thunder_weather_next_check = 0 | ||||
| local thunder_weather_check_delay = 600 -- to avoid checks continuously | ||||
|  | ||||
| thunder.is_starting = function(dtime) | ||||
| 	checked = false | ||||
| 	thunder.next_strike = 0 | ||||
| 	thunder.min_delay = 5 | ||||
| 	thunder.max_delay = math.random(5, 45) | ||||
|  | ||||
| 	if thunder.last_check + thunder.check_interval < os.time() then | ||||
| 		thunder.last_check = os.time() | ||||
| 		if math.random() < 0.8 and happy_weather.is_weather_active("heavy_rain") then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_start then | ||||
| 		manual_trigger_start = false | ||||
| 		return true | ||||
| 	end | ||||
| 	 | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| -- register thunderstorm weather | ||||
| if weather.reg_weathers.thunder == nil then | ||||
|   weather.reg_weathers.thunder = { | ||||
|     chance = 5, | ||||
|     clear = thunder.clear, | ||||
|     min_duration = 120, | ||||
|     max_duration = 600, | ||||
|   } | ||||
| end | ||||
| thunder.is_ending = function(dtime) | ||||
| 	if thunder.last_check + thunder.check_interval < os.time() then | ||||
| 		thunder.last_check = os.time() | ||||
| 		if math.random() < 0.4 or happy_weather.is_weather_active("heavy_rain") == false then | ||||
| 			return true | ||||
| 		end | ||||
| 	end | ||||
|  | ||||
| 	if manual_trigger_end then | ||||
| 		manual_trigger_end = false | ||||
| 		return true | ||||
| 	end | ||||
|  | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| local calculate_thunder_strike_delay = function() | ||||
| 	local delay = math.random(thunder.min_delay, thunder.max_delay) | ||||
| 	thunder.next_strike = os.time() + delay | ||||
| end | ||||
|  | ||||
| thunder.render = function(dtime, player) | ||||
| 	if thunder.next_strike <= os.time() then | ||||
| 		lightning.strike() | ||||
| 		calculate_thunder_strike_delay() | ||||
| 	end | ||||
| end | ||||
|  | ||||
| thunder.start = function() | ||||
| 	manual_trigger_start = true | ||||
| end | ||||
|  | ||||
| thunder.stop = function() | ||||
| 	manual_trigger_end = true | ||||
| end | ||||
|  | ||||
| happy_weather.register_weather(thunder) | ||||
							
								
								
									
										76
									
								
								utils.lua
									
									
									
									
									
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						| @@ -0,0 +1,76 @@ | ||||
| --------------------------------------- | ||||
| -- Happy Weather: Utilities / Helpers | ||||
|  | ||||
| -- License: MIT | ||||
|  | ||||
| -- Credits: xeranas | ||||
| --------------------------------------- | ||||
|  | ||||
| if hw_utils == nil then | ||||
| 	hw_utils = {} | ||||
| end | ||||
|  | ||||
| -- outdoor check based on node light level | ||||
| hw_utils.is_outdoor = function(pos, offset_y) | ||||
| 	if offset_y == nil then | ||||
| 		offset_y = 0 | ||||
| 	end | ||||
|  | ||||
| 	if minetest.get_node_light({x=pos.x, y=pos.y + offset_y, z=pos.z}, 0.5) == 15 then | ||||
| 		return true | ||||
| 	end | ||||
| 	return false | ||||
| end | ||||
|  | ||||
| -- checks if player is undewater. This is needed in order to | ||||
| -- turn off weather particles generation. | ||||
| hw_utils.is_underwater = function(player) | ||||
|     local ppos = player:getpos() | ||||
|     local offset = player:get_eye_offset() | ||||
|     local player_eye_pos = {x = ppos.x + offset.x,  | ||||
|                             y = ppos.y + offset.y + 1.5,  | ||||
|                             z = ppos.z + offset.z} | ||||
|     local node_level = minetest.get_node_level(player_eye_pos) | ||||
|     if node_level == 8 or node_level == 7 then | ||||
|       return true | ||||
|     end | ||||
|     return false | ||||
| end | ||||
|  | ||||
| -- trying to locate position for particles by player look direction for performance reason. | ||||
| -- it is costly to generate many particles around player so goal is focus mainly on front view.   | ||||
| hw_utils.get_random_pos = function(player, offset) | ||||
|   local look_dir = player:get_look_dir() | ||||
|   local player_pos = player:getpos() | ||||
|  | ||||
|   local random_pos_x = 0 | ||||
|   local random_pos_y = 0 | ||||
|   local random_pos_z = 0 | ||||
|  | ||||
|   if look_dir.x > 0 then | ||||
|     if look_dir.z > 0 then | ||||
|       random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random() | ||||
|       random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()  | ||||
|     else | ||||
|       random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random() | ||||
|       random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random() | ||||
|     end | ||||
|   else | ||||
|     if look_dir.z > 0 then | ||||
|       random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random() | ||||
|       random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random() | ||||
|     else | ||||
|       random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random() | ||||
|       random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random() | ||||
|     end | ||||
|   end | ||||
|  | ||||
|   if offset.bottom ~= nil then | ||||
|   	random_pos_y = math.random(player_pos.y - offset.bottom, player_pos.y + offset.top) | ||||
|   else | ||||
|   	random_pos_y = player_pos.y + offset.top | ||||
|   end | ||||
|  | ||||
|    | ||||
|   return {x=random_pos_x, y=random_pos_y, z=random_pos_z} | ||||
| end | ||||
							
								
								
									
										175
									
								
								weather_core.lua
									
									
									
									
									
								
							
							
						
						| @@ -1,175 +0,0 @@ | ||||
| weather = { | ||||
|   -- weather states, 'none' is default, other states depends from active mods | ||||
|   state = "none", | ||||
|    | ||||
|   -- player list for saving player meta info | ||||
|   players = {}, | ||||
|    | ||||
|   -- time when weather should be re-calculated | ||||
|   next_check = 0, | ||||
|    | ||||
|   -- default weather recalculation interval | ||||
|   check_interval = 300, | ||||
|    | ||||
|   -- weather min duration | ||||
|   min_duration = 240, | ||||
|    | ||||
|   -- weather max duration | ||||
|   max_duration = 3600, | ||||
|    | ||||
|   -- weather calculated end time | ||||
|   end_time = nil, | ||||
|    | ||||
|   -- registered weathers | ||||
|   reg_weathers = {}, | ||||
|  | ||||
|   -- automaticly calculates intervals and swap weathers  | ||||
|   auto_mode = true, | ||||
|    | ||||
|   -- global flag to disable/enable ABM logic.  | ||||
|   allow_abm = true, | ||||
| } | ||||
|  | ||||
| weather.get_rand_end_time = function(min_duration, max_duration) | ||||
|   if min_duration ~= nil and max_duration ~= nil then | ||||
|     return os.time() + math.random(min_duration, max_duration); | ||||
|   else | ||||
|     return os.time() + math.random(weather.min_duration, weather.max_duration); | ||||
|   end  | ||||
| end | ||||
|  | ||||
| weather.is_outdoor = function(pos) | ||||
|   if minetest.get_node_light({x=pos.x, y=pos.y + 1, z=pos.z}, 0.5) == 15 then | ||||
|     return true | ||||
|   end | ||||
|   return false | ||||
| end | ||||
|  | ||||
| -- checks if player is undewater. This is needed in order to | ||||
| -- turn off weather particles generation. | ||||
| weather.is_underwater = function(player) | ||||
|     local ppos = player:getpos() | ||||
|     local offset = player:get_eye_offset() | ||||
|     local player_eye_pos = {x = ppos.x + offset.x,  | ||||
|                             y = ppos.y + offset.y + 1.5,  | ||||
|                             z = ppos.z + offset.z} | ||||
|     local node_level = minetest.get_node_level(player_eye_pos) | ||||
|     if node_level == 8 or node_level == 7 then | ||||
|       return true | ||||
|     end | ||||
|     return false | ||||
| end | ||||
|  | ||||
| -- trying to locate position for particles by player look direction for performance reason. | ||||
| -- it is costly to generate many particles around player so goal is focus mainly on front view.   | ||||
| weather.get_random_pos_by_player_look_dir = function(player) | ||||
|   local look_dir = player:get_look_dir() | ||||
|   local player_pos = player:getpos() | ||||
|  | ||||
|   local random_pos_x = 0 | ||||
|   local random_pos_y = 0 | ||||
|   local random_pos_z = 0 | ||||
|  | ||||
|   if look_dir.x > 0 then | ||||
|     if look_dir.z > 0 then | ||||
|       random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5) | ||||
|       random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5) | ||||
|     else | ||||
|       random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5) | ||||
|       random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5) | ||||
|     end | ||||
|   else | ||||
|     if look_dir.z > 0 then | ||||
|       random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5) | ||||
|       random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5) | ||||
|     else | ||||
|       random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5) | ||||
|       random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5) | ||||
|     end | ||||
|   end | ||||
|  | ||||
|   random_pos_y = math.random() + math.random(player_pos.y + 1, player_pos.y + 3) | ||||
|   return random_pos_x, random_pos_y, random_pos_z | ||||
| end | ||||
|  | ||||
| minetest.register_globalstep(function(dtime) | ||||
|   if weather.auto_mode == false then | ||||
|     return 0 | ||||
|   end | ||||
|  | ||||
|   -- recalculate weather only when there aren't currently any | ||||
|   if (weather.state ~= "none") then | ||||
|     if (weather.end_time ~= nil and weather.end_time <= os.time()) then | ||||
|       weather.reg_weathers[weather.state].clear() | ||||
|       weather.state = "none" | ||||
|     end | ||||
|   elseif (weather.next_check <= os.time()) then | ||||
|     for weather_name, weather_meta in pairs(weather.reg_weathers) do  | ||||
|       weather.set_random_weather(weather_name, weather_meta) | ||||
|     end | ||||
|     -- fallback next_check set, weather 'none' will be.  | ||||
|     weather.next_check = os.time() + weather.check_interval | ||||
|   end | ||||
| end) | ||||
|  | ||||
| -- sets random weather (which could be 'regular' (no weather)). | ||||
| weather.set_random_weather = function(weather_name, weather_meta) | ||||
|   if weather.next_check > os.time() then return 0 end | ||||
|  | ||||
|   if (weather_meta ~= nil and weather_meta.chance ~= nil) then | ||||
|     local random_roll = math.random(0,100) | ||||
|     if (random_roll <= weather_meta.chance) then | ||||
|       weather.state = weather_name | ||||
|       weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration) | ||||
|       weather.next_check = os.time() + weather.check_interval | ||||
|     end | ||||
|   end | ||||
| end | ||||
|  | ||||
| minetest.register_privilege("weather_manager", { | ||||
|   description = "Gives ability to control weather", | ||||
|   give_to_singleplayer = false | ||||
| }) | ||||
|  | ||||
| -- Weather command definition. Set  | ||||
| minetest.register_chatcommand("set_weather", { | ||||
|   params = "<weather>", | ||||
|   description = "Changes weather by given param, parameter none will remove weather.", | ||||
|   privs = {weather_manager = true}, | ||||
|   func = function(name, param) | ||||
|     if (param == "none") then | ||||
|       if (weather.state ~= nil and weather.reg_weathers[weather.state] ~= nil) then | ||||
|         weather.reg_weathers[weather.state].clear() | ||||
|         weather.state = param | ||||
|       end | ||||
|       weather.state = "none" | ||||
|     end | ||||
|    | ||||
|     if (weather.reg_weathers ~= nil and weather.reg_weathers[param] ~= nil) then | ||||
|       if (weather.state ~= nil and weather.state ~= "none" and weather.reg_weathers[weather.state] ~= nil) then | ||||
|         weather.reg_weathers[weather.state].clear() | ||||
|       end | ||||
|       weather.state = param | ||||
|     end | ||||
|   end | ||||
| }) | ||||
|  | ||||
| -- Configuration setting which allows user to disable ABM for weathers (if they use it). | ||||
| -- Weather mods expected to be use this flag before registering ABM. | ||||
| local weather_allow_abm = minetest.setting_getbool("weather_allow_abm") | ||||
| if weather_allow_abm ~= nil and weather_allow_abm == false then | ||||
|   weather.allow_abm = false | ||||
| end  | ||||
|  | ||||
| -- Overrides nodes 'sunlight_propagates' attribute for efficient indoor check (e.g. for glass roof). | ||||
| -- Controlled from minetest.conf setting and by default it is disabled. | ||||
| -- To enable set weather_allow_override_nodes to true.  | ||||
| -- Only new nodes will be effected (glass roof needs to be rebuilded). | ||||
| if minetest.setting_getbool("weather_allow_override_nodes") then | ||||
|   if minetest.registered_nodes["default:glass"] then | ||||
|     minetest.override_item("default:glass", {sunlight_propagates = false}) | ||||
|   end | ||||
|   if minetest.registered_nodes["default:meselamp"] then | ||||
|     minetest.override_item("default:meselamp", {sunlight_propagates = false}) | ||||
|   end | ||||
| end | ||||