Decrease chance for weather flickering effect (#9)

This commit is contained in:
Arturas Norkus 2019-12-20 11:08:41 +02:00
parent d9c26aba55
commit fa9e15628d
1 changed files with 65 additions and 4 deletions

View File

@ -11,6 +11,7 @@ happy_weather = {}
-- Local variables which helps organize active and deactive weahers
local registered_weathers = {}
local active_weathers = {}
local meta_plawpos = {} -- meta about Player Last Active Weaher Position
------------------------------------
-- Local helper / utility methods --
@ -79,6 +80,44 @@ local is_player_affected = function(affected_players, player_name)
end
end
local remove_meta_plawpos = function(weather_code, player_name)
if #meta_plawpos == 0 then
return
end
for k, meta_ in ipairs(meta_plawpos) do
if (meta_.name == player_name and meta_.code == weather_code) then
table.remove(meta_plawpos, k)
end
end
end
local add_meta_plawpos = function(weather_code, player)
local meta = {}
meta.code = weather_code
meta.pos = player:getpos()
meta.name = player:get_player_name()
remove_meta_plawpos(weather_code, player:get_player_name())
table.insert(meta_plawpos, meta)
end
local get_meta_plawpos = function(weather_code, player_name)
if #meta_plawpos == 0 then
return nil
end
for k, meta_ in ipairs(meta_plawpos) do
if (meta_.name == player_name and meta_.code == weather_code) then
return meta_.pos
end
end
return nil
end
---------------------------
-- Weather API functions --
---------------------------
@ -179,7 +218,7 @@ local weather_remove_player = function(weather_obj, player)
weather_obj.remove_player(player)
end
-- Weather remove_player method nil-safe wrapper
-- Weather in_area method nil-safe wrapper
local weather_in_area = function(weather_obj, position)
if weather_obj.in_area == nil then
return true
@ -224,14 +263,36 @@ local prepare_starting = function(weather_obj)
add_active_weather(weather_obj)
end
local MAX_DISTANCE_FROM_WEATHER = 35
-- This function aims to remove weather flickering effect when player walks on biome edge.
-- To accomlish that extra distance is applied before removing player from weather affection.
local is_outside_recent_weather = function(weather_code, player)
local pos = get_meta_plawpos(weather_code, player:get_player_name())
if pos == nil then
return false
end
local ppos = player:getpos()
local d = ((ppos.x - pos.x)^2 + (ppos.y - pos.y)^2 + (ppos.z - pos.z)^2)^0.5
return MAX_DISTANCE_FROM_WEATHER - d < 0
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)
add_meta_plawpos(weather_obj.code, player)
else
weather_remove_player(weather_obj, player)
remove_player(weather_obj.affected_players, player:get_player_name())
if (is_outside_recent_weather(weather_obj.code, player)) then
weather_remove_player(weather_obj, player)
remove_player(weather_obj.affected_players, player:get_player_name())
-- render weather until player will be completely outside weather range
else
weather_render(weather_obj, dtime, player)
end
end
else
if weather_in_area(weather_obj, player:getpos()) then
@ -273,7 +334,7 @@ minetest.register_globalstep(function(dtime)
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
-- Weather still active updating it
else
render_if_in_area(weather_, dtime, player)
end