start using happy_weather_api, fix #8 sky reseting issue
21
LICENSE
Normal file
|
@ -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
Normal file
|
@ -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
Normal file
|
@ -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
Normal file
|
@ -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
Normal file
|
@ -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)
|
BIN
sounds/heavy_rain_drop.ogg
Normal file
BIN
sounds/light_rain_drop.ogg
Normal file
BIN
textures/happy_weather_heavy_rain_drops.png
Normal file
After Width: | Height: | Size: 4.2 KiB |
BIN
textures/happy_weather_light_rain_raindrop_1.png
Normal file
After Width: | Height: | Size: 260 B |
BIN
textures/happy_weather_light_rain_raindrop_2.png
Normal file
After Width: | Height: | Size: 239 B |
BIN
textures/happy_weather_light_rain_raindrop_3.png
Normal file
After Width: | Height: | Size: 266 B |
BIN
textures/happy_weather_light_snow_snowflake_1.png
Normal file
After Width: | Height: | Size: 197 B |
BIN
textures/happy_weather_light_snow_snowflake_2.png
Normal file
After Width: | Height: | Size: 201 B |
BIN
textures/happy_weather_light_snow_snowflake_3.png
Normal file
After Width: | Height: | Size: 201 B |
Before Width: | Height: | Size: 296 B |
Before Width: | Height: | Size: 209 B |
Before Width: | Height: | Size: 220 B |
Before Width: | Height: | Size: 192 B |
Before Width: | Height: | Size: 195 B |
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
Normal file
|
@ -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
|