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mirror of https://gitlab.com/rautars/weather_pack.git synced 2025-07-16 13:50:21 +02:00

minor code cleanup

This commit is contained in:
Arturas Norkus
2017-06-24 19:15:33 +03:00
parent 1f07735c44
commit e90133b30a
7 changed files with 187 additions and 202 deletions

191
utils.lua
View File

@ -25,129 +25,128 @@ 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
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 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
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 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
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}
return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
end
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
}
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
}
hw_utils.is_biome_frozen = function(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return hw_utils.is_biome_frozen_v7(position)
local is_biome_frozen_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_temp)
local noise_temp = noise_obj:get2d({x = posx, y = posz})
-- below 35 heat biome considered to be frozen type
return noise_temp < 35
end
hw_utils.is_biome_frozen_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_temp)
local noise_temp = noise_obj:get2d({x = posx, y = posz})
hw_utils.is_biome_frozen = function(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return is_biome_frozen_v7(position)
end
-- below 35 heat biome considered to be frozen type
return noise_temp < 35
local is_biome_dry_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_humid)
local noise_humid = noise_obj:get2d({x = posx, y = posz})
-- below 50 humid biome considered to be dry type (at least by this mod)
return noise_humid < 50
end
hw_utils.is_biome_dry = function(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return hw_utils.is_biome_dry_v7(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return is_biome_dry_v7(position)
end
hw_utils.is_biome_dry_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_humid)
local noise_humid = noise_obj:get2d({x = posx, y = posz})
local is_biome_tropic_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_humid)
local noise_humid = noise_obj:get2d({x = posx, y = posz})
noise_obj = minetest.get_perlin(np_temp)
local noise_temp = noise_obj:get2d({x = posx, y = posz})
-- below 50 humid biome considered to be dry type (at least by this mod)
return noise_humid < 50
-- humid and temp values are taked by testing flying around world (not sure actually)
return noise_humid > 55 and noise_temp > 80
end
hw_utils.is_biome_tropic = function(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return hw_utils.is_biome_tropic_v7(position)
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
return false -- v6 not supported yet.
end
return is_biome_tropic_v7(position)
end
hw_utils.is_biome_tropic_v7 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_humid)
local noise_humid = noise_obj:get2d({x = posx, y = posz})
noise_obj = minetest.get_perlin(np_temp)
local noise_temp = noise_obj:get2d({x = posx, y = posz})
-- humid and temp values are taked by testing flying around world (not sure actually)
return noise_humid > 55 and noise_temp > 80
end