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mirror of https://gitlab.com/rautars/weather_pack.git synced 2025-06-29 06:00:32 +02:00

4 Commits
v0.2 ... v0.3

Author SHA1 Message Date
61a265d7cc Update README.md 2017-05-28 09:54:15 +03:00
b2f32023f5 added biome check based on noice parameters 2017-05-28 09:49:37 +03:00
d51e0e28b0 update weather api 2017-05-27 23:15:39 +03:00
34d9615c60 lovered chance for rain appearance 2017-05-24 16:12:50 +03:00
8 changed files with 192 additions and 57 deletions

View File

@ -15,6 +15,8 @@ requires `weather_manager` privilege.
* `start_weather <weather_code>`
* `stop_weather <weather_code>`
Be aware that weather may not be visible for player until player is in right biome.
Dependencies
-----------------------
Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod.

View File

@ -12,6 +12,73 @@ happy_weather = {}
local registered_weathers = {}
local active_weathers = {}
------------------------------------
-- 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
-- Returns active weather
local get_active_weather = function(weather_code)
if #active_weathers == 0 then
return nil
end
for k, weather_ in ipairs(active_weathers) do
if weather_.code == weather_code then
return weather_
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 API functions --
---------------------------
@ -63,58 +130,17 @@ happy_weather.request_to_end = function(weather_code)
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)
happy_weather.is_player_in_weather_area = function(player_name, 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
local active_weather = get_active_weather(weather_code)
if active_weather == nil then
return false
end
return is_player_affected(active_weather.affected_players, player_name)
end
-----------------------------------------------------------------------------

View File

@ -8,7 +8,7 @@
local heavy_rain = {}
heavy_rain.last_check = 0
heavy_rain.check_interval = 600
heavy_rain.check_interval = 200
-- Weather identification code
heavy_rain.code = "heavy_rain"
@ -26,7 +26,12 @@ 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
local heavy_rain_chance = 0.06
if hw_utils.is_biome_tropic(position) then
heavy_rain_chance = 0.4
end
if math.random() < heavy_rain_chance then
happy_weather.request_to_end("light_rain")
happy_weather.request_to_end("rain")
return true
@ -45,7 +50,9 @@ 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
if math.random() < 0.4 then
happy_weather.request_to_start("rain")
end
return true
end
end
@ -146,6 +153,7 @@ local add_wide_range_rain_particle = function(player)
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = rain_drop_texture,
playername = player:get_player_name()
})
@ -178,6 +186,11 @@ heavy_rain.stop = function()
end
heavy_rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 then
return true
end

View File

@ -8,7 +8,7 @@
local light_rain = {}
light_rain.last_check = 0
light_rain.check_interval = 300
light_rain.check_interval = 200
-- Weather identification code
light_rain.code = "light_rain"
@ -26,7 +26,7 @@ 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
if math.random() < 0.15 then
return true
end
end
@ -42,7 +42,7 @@ 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
if math.random() < 0.5 then
return true
end
end
@ -144,6 +144,11 @@ local display_rain_particles = function(player)
end
light_rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 then
return true
end

View File

@ -8,7 +8,7 @@
local rain = {}
rain.last_check = 0
rain.check_interval = 400
rain.check_interval = 300
-- Weather identification code
rain.code = "rain"
@ -44,7 +44,7 @@ end
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
if math.random() < 0.6 then
happy_weather.request_to_start("light_rain")
return true
end
@ -147,6 +147,11 @@ local display_rain_particles = function(player)
end
rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 then
return true
end

View File

@ -7,6 +7,8 @@
------------------------------
local snow = {}
snow.last_check = 0
snow.check_interval = 200
-- Weather identification code
snow.code = "snow"
@ -19,6 +21,13 @@ local manual_trigger_end = false
local SKYCOLOR_LAYER = "happy_weather_snow_sky"
snow.is_starting = function(dtime, position)
if snow.last_check + snow.check_interval < os.time() then
snow.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
@ -28,6 +37,13 @@ snow.is_starting = function(dtime, position)
end
snow.is_ending = function(dtime)
if snow.last_check + snow.check_interval < os.time() then
snow.last_check = os.time()
if math.random() < 0.5 then
return true
end
end
if manual_trigger_end then
manual_trigger_end = false
return true
@ -111,6 +127,17 @@ snow.render = function(dtime, player)
end
end
snow.in_area = function(position)
if hw_utils.is_biome_frozen(position) == false then
return false
end
if position.y > -10 then
return true
end
return false
end
snow.start = function()
manual_trigger_start = true
end

View File

@ -27,7 +27,6 @@ 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)
@ -69,6 +68,11 @@ local calculate_thunder_strike_delay = function()
end
thunder.render = function(dtime, player)
if happy_weather.is_player_in_weather_area(player:get_player_name(),
"heavy_rain") == false then
return
end
if thunder.next_strike <= os.time() then
lightning.strike()
calculate_thunder_strike_delay()

View File

@ -74,3 +74,56 @@ hw_utils.get_random_pos = function(player, offset)
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
}
local np_humid = {
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 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_dry = 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_tropic = 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