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v0.2
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nalc-1.2.0
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18
README.md
18
README.md
@ -2,6 +2,12 @@ weather-pack
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||||
=======================
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Weather mod for Minetest (http://minetest.net/)
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Feedback and Improvements
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-----------------------
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* See newest version at https://gitlab.com/zombiebot/weather_pack
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* Register bugs at https://gitlab.com/zombiebot/weather_pack/issues
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* Questions / Discussion at https://forum.minetest.net/viewtopic.php?p=215869
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Weathers included
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-----------------------
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* light_rain, rain, heavy_rain
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@ -15,9 +21,11 @@ requires `weather_manager` privilege.
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* `start_weather <weather_code>`
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* `stop_weather <weather_code>`
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Be aware that weather may not be visible for player until player is in right biome.
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Dependencies
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||||
-----------------------
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Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod.
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Thunder weather requires [lightning](https://github.com/minetest-mods/lightning) mod.
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License of source code:
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||||
-----------------------
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@ -29,12 +37,8 @@ Authors of media files:
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xeranas:
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* `happy_weather_heavy_rain_drops.png` - CC-0
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* `happy_weather_light_rain_raindrop_1.png` - CC-0
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* `happy_weather_light_rain_raindrop_2.png` - CC-0
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* `happy_weather_light_rain_raindrop_3.png` - CC-0
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* `happy_weather_light_snow_snowflake_1.png` - CC-0
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* `happy_weather_light_snow_snowflake_2.png` - CC-0
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* `happy_weather_light_snow_snowflake_3.png` - CC-0
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* `happy_weather_light_rain_raindrop_*.png` - CC-0
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* `happy_weather_light_snow_snowflake_*.png` - CC-0
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inchadney (http://freesound.org/people/inchadney/):
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|
@ -1,265 +0,0 @@
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-------------------------
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-- Sky Layers: API
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-- License: MIT
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-- Credits: xeranas
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-------------------------
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skylayer = {}
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-- flag for enable / disable skylayer temporally if needed
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skylayer.enabled = true
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-- supported skylayer types
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skylayer.SKY_PLAIN = "plain"
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skylayer.SKY_SOLID_COLOR = "solid_color"
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skylayer.SKY_SKYBOX = "skybox"
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-- helps track total dtime
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local timer = 0
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local gradient_default_min_value = 0
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local gradient_default_max_value = 1000
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-- how often sky will be updated in seconds
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skylayer.update_interval = 4
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-- keeps player related data such as player itself and own sky layers
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local sky_players = {}
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-- adds player to sky layer affected players list
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local add_player = function(player)
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local data = {}
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data.id = player:get_player_name()
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data.player = player
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data.skylayers = {}
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table.insert(sky_players, data)
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end
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-- remove player from sky layer affected players list
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local remove_player = function(player_name)
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if #sky_players == 0 then
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return
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end
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for k, player_data in ipairs(sky_players) do
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if player_data.id == player_name then
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set_default_sky(player_data.player)
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table.remove(sky_players, k)
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return
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end
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end
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end
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local get_player_by_name = function(player_name)
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if player_name == nil then
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return nil
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end
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if #minetest.get_connected_players() == 0 then
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return nil
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end
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for i, player in ipairs(minetest.get_connected_players()) do
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if player:get_player_name() == player_name then
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return player
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end
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end
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return nil
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end
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local get_player_data = function(player_name)
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if #sky_players == 0 then
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return nil
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end
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for k, player_data in ipairs(sky_players) do
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if player_data.id == player_name then
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return player_data
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end
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end
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end
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local create_new_player_data = function(player_name)
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local player_data = get_player_data(player_name)
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if player_data == nil then
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local player = get_player_by_name(player_name)
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if player == nil then
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minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
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return
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end
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add_player(player)
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return get_player_data(player_name)
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end
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return player_data
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end
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-- sets default / regular sky for player
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local set_default_sky = function(player)
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player:set_sky(nil, "regular", nil)
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end
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-- resolves latest skylayer based on added layer time
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local get_latest_layer = function(layers)
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if #layers == 0 then
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return nil
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end
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local latest_layer = nil
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for k, layer in ipairs(layers) do
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if latest_layer == nil then
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latest_layer = layer
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else
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if layer.added_time >= latest_layer.added_time then
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latest_layer = layer
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end
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end
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end
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return latest_layer
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end
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local convert_to_rgb = function(minval, maxval, current_val, colors)
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local max_index = #colors - 1
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local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
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local index1 = math.floor(val)
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local index2 = math.min(math.floor(val)+1, max_index + 1)
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local f = val - index1
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local c1 = colors[index1]
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local c2 = colors[index2]
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return {
|
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r=math.floor(c1.r + f*(c2.r - c1.r)),
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g=math.floor(c1.g + f*(c2.g-c1.g)),
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b=math.floor(c1.b + f*(c2.b - c1.b))
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}
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end
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-- Returns current layer color in {r, g, b} format
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local get_current_layer_color = function(layer_data)
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-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
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local timeofday = minetest.get_timeofday()
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local min_val = layer_data.gradient_data.min_value
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if min_val == nil then
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min_val = gradient_default_min_value
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end
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local max_val = layer_data.gradient_data.max_value
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if max_val == nil then
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max_val = gradient_default_max_value
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end
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local rounded_time = math.floor(timeofday * max_val)
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local gradient_colors = layer_data.gradient_data.colors
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local color = convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
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return color
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end
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local update_plain_sky = function(player, layer_data)
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local color = get_current_layer_color(layer_data)
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player:set_sky(color, "plain", nil)
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end
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local update_solid_color_sky = function(player, layer_data)
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player:set_sky(layer_data.color, "plain", nil)
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end
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local update_skybox_sky = function(player, layer_data)
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player:set_sky(layer_data.skybox[1], layer_data.skybox[2], layer_data.skybox[3])
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end
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local update_sky = function(player, timer)
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local player_data = get_player_data(player:get_player_name())
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if player_data == nil then return end
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local current_layer = get_latest_layer(player_data.skylayers)
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if current_layer == nil then
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return
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end
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if current_layer.updated == false or timer >= skylayer.update_interval then
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current_layer.updated = os.time()
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if current_layer.layer_type == skylayer.SKY_PLAIN then
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update_plain_sky(player, current_layer.data)
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return
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end
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if current_layer.layer_type == skylayer.SKY_SOLID_COLOR then
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update_solid_color_sky(player, current_layer.data)
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return
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end
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if current_layer.layer_type == skylayer.SKY_SKYBOX then
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update_skybox_sky(player, current_layer.data)
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return
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end
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end
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end
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skylayer.add_layer = function(player_name, layer)
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if layer == nil or layer.name == nil then
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minetest.log("error", "Incorrect skylayer definition")
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return
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end
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local player_data = get_player_data(player_name)
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if player_data == nil then
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player_data = create_new_player_data(player_name)
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end
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if player_data == nil then
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minetest.log("error", "Fail to add skylayer to player '" .. player_name .. "'")
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return
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end
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layer.added_time = os.time()
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layer.updated = false
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table.insert(player_data.skylayers, layer)
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end
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skylayer.remove_layer = function(player_name, layer_name)
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local player_data = get_player_data(player_name)
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if player_data == nil or player_data.skylayers == nil then
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return
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end
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if #player_data.skylayers == 0 then
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return
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end
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for k, layer in ipairs(player_data.skylayers) do
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if layer.name == layer_name then
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table.remove(player_data.skylayers, k)
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if #player_data.skylayers == 0 then
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local player = get_player_by_name(player_name)
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if player ~= nil then
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set_default_sky(player)
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end
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end
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return
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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if skylayer.enabled == false then
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return
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end
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if #minetest.get_connected_players() == 0 then
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return
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end
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-- timer addition calculated outside of players loop
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timer = timer + dtime;
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for k, player in ipairs(minetest.get_connected_players()) do
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update_sky(player, timer)
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end
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-- reset timer outside of loop to make sure that all players sky will be updated
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if timer >= skylayer.update_interval then
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timer = 0
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end
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end)
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|
31
init.lua
31
init.lua
@ -2,28 +2,37 @@ local modpath = minetest.get_modpath("weather_pack");
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-- If skylayer mod not located then embeded version will be loaded.
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if minetest.get_modpath("skylayer") == nil then
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dofile(modpath.."/embedded_sky_layer_api.lua")
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dofile(modpath.."/lib_sky_layer_api.lua")
|
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end
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-- If happy_weather_api mod not located then embeded version will be loaded.
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if minetest.get_modpath("happy_weather_api") == nil then
|
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dofile(modpath.."/embedded_happy_weather_api.lua")
|
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dofile(modpath.."/commands.lua")
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dofile(modpath.."/lib_happy_weather_api.lua")
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dofile(modpath.."/commands.lua")
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end
|
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legacy_MT_version = false
|
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if minetest.get_humidity == nil then
|
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minetest.log("warning", "MOD [weather_pack]: Old Minetest version detected, some mod features will not work.")
|
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legacy_MT_version = true
|
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end
|
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-- Happy Weather utilities
|
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dofile(modpath.."/utils.lua")
|
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|
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dofile(modpath.."/light_rain.lua")
|
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dofile(modpath.."/rain.lua")
|
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dofile(modpath.."/heavy_rain.lua")
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dofile(modpath.."/snow.lua")
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dofile(modpath.."/weathers/light_rain.lua")
|
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dofile(modpath.."/weathers/rain.lua")
|
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dofile(modpath.."/weathers/heavy_rain.lua")
|
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dofile(modpath.."/weathers/snow.lua")
|
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dofile(modpath.."/weathers/snowstorm.lua")
|
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|
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if minetest.get_modpath("lightning") ~= nil then
|
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dofile(modpath.."/thunder.lua")
|
||||
|
||||
-- Turn off lightning mod 'auto mode'
|
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lightning.auto = false
|
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dofile(modpath.."/weathers/thunder.lua")
|
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|
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-- Turn off lightning mod 'auto mode'
|
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lightning.auto = false
|
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end
|
||||
|
||||
dofile(modpath.."/abm.lua")
|
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|
||||
minetest.log("action", "[weather_pack] loaded.")
|
||||
|
@ -11,6 +11,112 @@ happy_weather = {}
|
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-- 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 --
|
||||
------------------------------------
|
||||
|
||||
-- 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
|
||||
|
||||
|
||||
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 --
|
||||
@ -63,58 +169,17 @@ 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
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
@ -153,7 +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
|
||||
@ -198,14 +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
|
||||
@ -239,7 +326,7 @@ minetest.register_globalstep(function(dtime)
|
||||
|
||||
-- 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
|
||||
@ -254,7 +341,7 @@ minetest.register_globalstep(function(dtime)
|
||||
|
||||
-- Weaher is not active checking if it about to start
|
||||
else
|
||||
if weather_.is_starting(dtime, player:getpos()) then
|
||||
if weather_is_starting(weather_, dtime, player:getpos()) then
|
||||
activate_weather = true
|
||||
end
|
||||
end
|
364
lib_sky_layer_api.lua
Normal file
364
lib_sky_layer_api.lua
Normal file
@ -0,0 +1,364 @@
|
||||
|
||||
|
||||
-------------------------
|
||||
-- Sky Layers: Core
|
||||
|
||||
-- License: MIT
|
||||
-- Credits: xeranas
|
||||
-- Thanks: Perkovec for colorise utils (github.com/Perkovec/colorise-lua)
|
||||
-------------------------
|
||||
|
||||
local colorise = {}
|
||||
|
||||
colorise.rgb2hex = function (rgb)
|
||||
local hexadecimal = '#'
|
||||
|
||||
for key = 1, #rgb do
|
||||
local value = rgb[key]
|
||||
local hex = ''
|
||||
|
||||
while(value > 0)do
|
||||
local index = math.fmod(value, 16) + 1
|
||||
value = math.floor(value / 16)
|
||||
hex = string.sub('0123456789ABCDEF', index, index) .. hex
|
||||
end
|
||||
|
||||
if(string.len(hex) == 0)then
|
||||
hex = '00'
|
||||
elseif(string.len(hex) == 1)then
|
||||
hex = '0' .. hex
|
||||
end
|
||||
hexadecimal = hexadecimal .. hex
|
||||
end
|
||||
|
||||
return hexadecimal
|
||||
end
|
||||
|
||||
local core = {}
|
||||
|
||||
core.settings = {}
|
||||
|
||||
-- flag to disable skylayer at global step
|
||||
core.settings.enabled = true
|
||||
|
||||
-- default gradient interval values
|
||||
core.settings.gradient_default_min_value = 0
|
||||
core.settings.gradient_default_max_value = 1000
|
||||
|
||||
-- how often sky will be updated in seconds
|
||||
core.settings.update_interval = 4
|
||||
|
||||
-- helps track total dtime
|
||||
core.timer = 0
|
||||
|
||||
core.default_clouds = nil
|
||||
|
||||
-- keeps player related data such as player itself and own sky layers
|
||||
core.sky_players = {}
|
||||
|
||||
-- adds player to sky layer affected players list
|
||||
core.add_player = function(player)
|
||||
local data = {}
|
||||
data.id = player:get_player_name()
|
||||
data.player = player
|
||||
data.skylayers = {}
|
||||
table.insert(core.sky_players, data)
|
||||
end
|
||||
|
||||
-- remove player from sky layer affected players list
|
||||
core.remove_player = function(player_name)
|
||||
if #core.sky_players == 0 then
|
||||
return
|
||||
end
|
||||
for k, player_data in ipairs(core.sky_players) do
|
||||
if player_data.id == player_name then
|
||||
reset_sky(player_data.player)
|
||||
table.remove(core.sky_players, k)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
core.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
|
||||
|
||||
core.get_player_data = function(player_name)
|
||||
if #core.sky_players == 0 then
|
||||
return nil
|
||||
end
|
||||
for k, player_data in ipairs(core.sky_players) do
|
||||
if player_data.id == player_name then
|
||||
return player_data
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
core.create_new_player_data = function(player_name)
|
||||
local player_data = core.get_player_data(player_name)
|
||||
if player_data == nil then
|
||||
local player = core.get_player_by_name(player_name)
|
||||
if player == nil then
|
||||
minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
|
||||
return
|
||||
end
|
||||
core.add_player(player)
|
||||
return core.get_player_data(player_name)
|
||||
end
|
||||
return player_data
|
||||
end
|
||||
|
||||
-- sets default / regular sky for player
|
||||
core.reset_sky = function(player)
|
||||
core.set_default_sky(player)
|
||||
core.set_default_clouds(player)
|
||||
end
|
||||
|
||||
core.set_default_sky = function(player)
|
||||
player:set_sky(nil, "regular", nil)
|
||||
end
|
||||
|
||||
core.set_default_clouds = function(player)
|
||||
player:set_clouds(core.default_clouds)
|
||||
end
|
||||
|
||||
-- resolves latest skylayer based on added layer time
|
||||
core.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
|
||||
|
||||
core.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 gradient color in {r, g, b} format
|
||||
core.calculate_current_gradient_color = function(gradient_colors, min_val, max_val)
|
||||
if gradient_colors == nil then return nil end
|
||||
local timeofday = minetest.get_timeofday()
|
||||
if min_val == nil then
|
||||
min_val = core.settings.gradient_default_min_value
|
||||
end
|
||||
if max_val == nil then
|
||||
max_val = core.settings.gradient_default_max_value
|
||||
end
|
||||
local rounded_time = math.floor(timeofday * max_val)
|
||||
return core.convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
|
||||
end
|
||||
|
||||
-- Returns current sky color in {r, g, b} format
|
||||
core.get_current_layer_color = function(gradient_colors, min_val, max_val)
|
||||
return core.calculate_current_gradient_color(gradient_colors, min_val, max_val)
|
||||
end
|
||||
|
||||
-- Returns current cloud color in hex format
|
||||
core.get_current_cloud_color = function(gradient_colors, min_val, max_val)
|
||||
local rgb_color = core.calculate_current_gradient_color(gradient_colors, min_val, max_val)
|
||||
if rgb_color == nil then return nil end
|
||||
return colorise.rgb2hex({rgb_color.r, rgb_color.g, rgb_color.b})
|
||||
end
|
||||
|
||||
core.update_sky_details = function(player, sky_layer)
|
||||
local sky_data = sky_layer.sky_data
|
||||
|
||||
if sky_data == nil then
|
||||
if sky_layer.reset_defaults == true then
|
||||
core.set_default_sky(player)
|
||||
sky_layer.reset_defaults = false
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local sky_color = core.get_current_layer_color(
|
||||
sky_data.gradient_colors,
|
||||
sky_data.gradient_min_value,
|
||||
sky_data.gradient_max_value)
|
||||
local bgcolor = sky_data.bgcolor
|
||||
if sky_color ~= nil then
|
||||
bgcolor = sky_color
|
||||
end
|
||||
local sky_type = "plain" -- default
|
||||
if sky_data.type ~= nil then
|
||||
sky_type = sky_data.type
|
||||
end
|
||||
local clouds = sky_layer.clouds_data ~= nil
|
||||
if sky_data.clouds ~= nil then
|
||||
clouds = sky_data.clouds
|
||||
end
|
||||
player:set_sky(bgcolor, sky_type, sky_data.textures, clouds)
|
||||
end
|
||||
|
||||
core.update_clouds_details = function(player, sky_layer)
|
||||
local clouds_data = sky_layer.clouds_data
|
||||
|
||||
if clouds_data == nil then
|
||||
if sky_layer.reset_defaults == true then
|
||||
core.set_default_clouds(player)
|
||||
sky_layer.reset_defaults = false
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local cloud_color = core.get_current_cloud_color(
|
||||
clouds_data.gradient_colors,
|
||||
clouds_data.gradient_min_value,
|
||||
clouds_data.gradient_max_value)
|
||||
if cloud_color == nil then
|
||||
cloud_color = clouds_data.color
|
||||
end
|
||||
player:set_clouds({
|
||||
color = cloud_color,
|
||||
density = clouds_data.density,
|
||||
ambient = clouds_data.ambient,
|
||||
height = clouds_data.height,
|
||||
thickness = clouds_data.thickness,
|
||||
speed = clouds_data.speed})
|
||||
end
|
||||
|
||||
core.update_sky = function(player, timer)
|
||||
local player_data = core.get_player_data(player:get_player_name())
|
||||
if player_data == nil then return end
|
||||
|
||||
local current_layer = core.get_latest_layer(player_data.skylayers)
|
||||
if current_layer == nil then
|
||||
return
|
||||
end
|
||||
|
||||
if skylayer.update_interval == nil then
|
||||
skylayer.update_interval = core.settings.update_interval
|
||||
end
|
||||
|
||||
if player_data.last_active_layer == nil or player_data.last_active_layer ~= current_layer.name then
|
||||
current_layer.reset_defaults = true
|
||||
end
|
||||
player_data.last_active_layer = current_layer.name
|
||||
|
||||
if current_layer.updated == false or core.timer >= skylayer.update_interval then
|
||||
current_layer.updated = os.time()
|
||||
core.update_sky_details(player, current_layer)
|
||||
core.update_clouds_details(player, current_layer)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
if core.default_clouds == nil then
|
||||
core.default_clouds = player:get_clouds()
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if core.settings.enabled == false then
|
||||
return
|
||||
end
|
||||
|
||||
if #minetest.get_connected_players() == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
-- timer addition calculated outside of players loop
|
||||
core.timer = core.timer + dtime;
|
||||
|
||||
for k, player in ipairs(minetest.get_connected_players()) do
|
||||
core.update_sky(player, core.timer)
|
||||
end
|
||||
|
||||
-- reset timer outside of loop to make sure that all players sky will be updated
|
||||
if core.timer >= core.settings.update_interval then
|
||||
core.timer = 0
|
||||
end
|
||||
end)
|
||||
|
||||
-------------------------
|
||||
-- Sky Layers: API
|
||||
|
||||
-- License: MIT
|
||||
-- Credits: xeranas
|
||||
-------------------------
|
||||
|
||||
skylayer = {}
|
||||
|
||||
-- set flag for enable / disable skylayer
|
||||
skylayer.is_enabled = function(enabled)
|
||||
core.settings.enabled = enabled
|
||||
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 = core.get_player_data(player_name)
|
||||
if player_data == nil then
|
||||
player_data = core.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 = core.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 = core.get_player_by_name(player_name)
|
||||
if player ~= nil then
|
||||
core.reset_sky(player)
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
BIN
sounds/happy_weather_snowstorm.ogg
Normal file
BIN
sounds/happy_weather_snowstorm.ogg
Normal file
Binary file not shown.
BIN
textures/happy_weather_light_rain_raindrop_4.png
Normal file
BIN
textures/happy_weather_light_rain_raindrop_4.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 256 B |
BIN
textures/happy_weather_snowstorm.png
Normal file
BIN
textures/happy_weather_snowstorm.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 97 KiB |
134
utils.lua
134
utils.lua
@ -6,10 +6,12 @@
|
||||
-- Credits: xeranas
|
||||
---------------------------------------
|
||||
|
||||
if hw_utils == nil then
|
||||
if not minetest.global_exists("hw_utils") then
|
||||
hw_utils = {}
|
||||
end
|
||||
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
|
||||
-- outdoor check based on node light level
|
||||
hw_utils.is_outdoor = function(pos, offset_y)
|
||||
if offset_y == nil then
|
||||
@ -25,52 +27,102 @@ 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}
|
||||
end
|
||||
return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
|
||||
end
|
||||
|
||||
local is_biome_frozen = function(position)
|
||||
if legacy_MT_version then
|
||||
return false;
|
||||
end
|
||||
local heat = minetest.get_heat(position)
|
||||
-- below 35 heat biome considered to be frozen type
|
||||
return heat < 35
|
||||
end
|
||||
|
||||
hw_utils.is_biome_frozen = function(position)
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported.
|
||||
end
|
||||
return is_biome_frozen(position)
|
||||
end
|
||||
|
||||
local is_biome_dry = function(position)
|
||||
if legacy_MT_version then
|
||||
return false;
|
||||
end
|
||||
local humidity = minetest.get_humidity(position)
|
||||
local heat = minetest.get_heat(position)
|
||||
return humidity < 50 and heat > 65
|
||||
end
|
||||
|
||||
hw_utils.is_biome_dry = function(position)
|
||||
if mg_name == "v6" then
|
||||
return false
|
||||
end
|
||||
return is_biome_dry(position)
|
||||
end
|
||||
|
||||
local is_biome_tropic = function(position)
|
||||
if legacy_MT_version then
|
||||
return false;
|
||||
end
|
||||
local humidity = minetest.get_humidity(position)
|
||||
local heat = minetest.get_heat(position)
|
||||
|
||||
-- humid and temp values are taked by testing flying around world (not sure actually)
|
||||
return humidity > 55 and heat > 70
|
||||
end
|
||||
|
||||
hw_utils.is_biome_tropic = function(position)
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return is_biome_tropic(position)
|
||||
end
|
||||
|
@ -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
|
||||
happy_weather.request_to_start("rain")
|
||||
if math.random() < 0.4 then
|
||||
happy_weather.request_to_start("rain")
|
||||
end
|
||||
return true
|
||||
end
|
||||
end
|
||||
@ -60,15 +67,26 @@ 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}
|
||||
sl.sky_data = {
|
||||
gradient_colors = {
|
||||
{r=0, g=0, b=0},
|
||||
{r=85, g=86, b=98},
|
||||
{r=142, g=140, b=149},
|
||||
{r=85, g=86, b=98},
|
||||
{r=0, g=0, b=0}
|
||||
},
|
||||
}
|
||||
sl.clouds_data = {
|
||||
gradient_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}
|
||||
},
|
||||
speed = {z = 10, y = -40},
|
||||
density = 0.6
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
@ -146,6 +164,7 @@ local add_wide_range_rain_particle = function(player)
|
||||
collisiondetection = true,
|
||||
collision_removal = true,
|
||||
vertical = true,
|
||||
|
||||
texture = rain_drop_texture,
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
@ -178,7 +197,12 @@ heavy_rain.stop = function()
|
||||
end
|
||||
|
||||
heavy_rain.in_area = function(position)
|
||||
if position.y > -10 then
|
||||
if hw_utils.is_biome_frozen(position) or
|
||||
hw_utils.is_biome_dry(position) then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
@ -8,7 +8,8 @@
|
||||
|
||||
local light_rain = {}
|
||||
light_rain.last_check = 0
|
||||
light_rain.check_interval = 300
|
||||
light_rain.check_interval = 200
|
||||
light_rain.chance = 0.15
|
||||
|
||||
-- Weather identification code
|
||||
light_rain.code = "light_rain"
|
||||
@ -26,7 +27,7 @@ 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() < light_rain.chance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
@ -42,7 +43,7 @@ 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
|
||||
@ -57,15 +58,16 @@ 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}
|
||||
sl.clouds_data = {
|
||||
gradient_colors = {
|
||||
{r=50, g=50, b=50},
|
||||
{r=120, g=120, b=120},
|
||||
{r=200, g=200, b=200},
|
||||
{r=120, g=120, b=120},
|
||||
{r=50, g=50, b=50}
|
||||
},
|
||||
density = 0.6
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
@ -83,7 +85,7 @@ local remove_rain_sound = function(player)
|
||||
if sound ~= nil then
|
||||
minetest.sound_stop(sound)
|
||||
sound_handlers[player:get_player_name()] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
light_rain.add_player = function(player)
|
||||
@ -98,16 +100,10 @@ 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;
|
||||
local base_name = "happy_weather_light_rain_raindrop_"
|
||||
local number = math.random(1, 4)
|
||||
local extension = ".png"
|
||||
return base_name .. number .. extension
|
||||
end
|
||||
|
||||
local add_rain_particle = function(player)
|
||||
@ -121,16 +117,16 @@ local add_rain_particle = function(player)
|
||||
|
||||
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()
|
||||
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
|
||||
@ -144,7 +140,12 @@ local display_rain_particles = function(player)
|
||||
end
|
||||
|
||||
light_rain.in_area = function(position)
|
||||
if position.y > -10 then
|
||||
if hw_utils.is_biome_frozen(position) or
|
||||
hw_utils.is_biome_dry(position) then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
@ -8,7 +8,8 @@
|
||||
|
||||
local rain = {}
|
||||
rain.last_check = 0
|
||||
rain.check_interval = 400
|
||||
rain.check_interval = 300
|
||||
rain.chance = 0.1
|
||||
|
||||
-- Weather identification code
|
||||
rain.code = "rain"
|
||||
@ -24,14 +25,14 @@ local manual_trigger_end = false
|
||||
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 rain.last_check + rain.check_interval < os.time() then
|
||||
rain.last_check = os.time()
|
||||
if math.random() < rain.chance 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
|
||||
@ -42,13 +43,13 @@ rain.is_starting = function(dtime, position)
|
||||
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
|
||||
happy_weather.request_to_start("light_rain")
|
||||
return true
|
||||
end
|
||||
end
|
||||
if rain.last_check + rain.check_interval < os.time() then
|
||||
rain.last_check = os.time()
|
||||
if math.random() < 0.6 then
|
||||
happy_weather.request_to_start("light_rain")
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_end then
|
||||
manual_trigger_end = false
|
||||
@ -62,13 +63,24 @@ 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}
|
||||
sl.sky_data = {
|
||||
gradient_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}
|
||||
},
|
||||
}
|
||||
sl.clouds_data = {
|
||||
gradient_colors = {
|
||||
{r=10, g=10, b=10},
|
||||
{r=55, g=56, b=68},
|
||||
{r=102, g=100, b=109},
|
||||
{r=55, g=56, b=68},
|
||||
{r=10, g=10, b=10}
|
||||
},
|
||||
density = 0.5
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
@ -86,7 +98,7 @@ local remove_rain_sound = function(player)
|
||||
if sound ~= nil then
|
||||
minetest.sound_stop(sound)
|
||||
sound_handlers[player:get_player_name()] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
rain.add_player = function(player)
|
||||
@ -101,16 +113,10 @@ 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;
|
||||
local base_name = "happy_weather_light_rain_raindrop_"
|
||||
local number = math.random(1, 4)
|
||||
local extension = ".png"
|
||||
return base_name .. number .. extension
|
||||
end
|
||||
|
||||
local add_rain_particle = function(player)
|
||||
@ -124,16 +130,16 @@ local add_rain_particle = function(player)
|
||||
|
||||
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()
|
||||
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, 4),
|
||||
collisiondetection = true,
|
||||
collision_removal = true,
|
||||
vertical = true,
|
||||
texture = choice_random_rain_drop_texture(),
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
@ -147,7 +153,12 @@ local display_rain_particles = function(player)
|
||||
end
|
||||
|
||||
rain.in_area = function(position)
|
||||
if position.y > -10 then
|
||||
if hw_utils.is_biome_frozen(position) or
|
||||
hw_utils.is_biome_dry(position) then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
@ -7,6 +7,9 @@
|
||||
------------------------------
|
||||
|
||||
local snow = {}
|
||||
snow.last_check = 0
|
||||
snow.check_interval = 200
|
||||
snow.chance = 0.2
|
||||
|
||||
-- Weather identification code
|
||||
snow.code = "snow"
|
||||
@ -19,6 +22,13 @@ 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() < snow.chance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_start then
|
||||
manual_trigger_start = false
|
||||
return true
|
||||
@ -28,6 +38,13 @@ 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
|
||||
@ -38,13 +55,13 @@ 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}
|
||||
sl.sky_data = {
|
||||
gradient_colors = {
|
||||
{r=0, g=0, b=0},
|
||||
{r=231, g=234, b=239},
|
||||
{r=0, g=0, b=0}
|
||||
}
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
@ -59,16 +76,10 @@ 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;
|
||||
local base_name = "happy_weather_light_snow_snowflake_"
|
||||
local number = math.random(1, 3)
|
||||
local extension = ".png"
|
||||
return base_name .. number .. extension
|
||||
end
|
||||
|
||||
local add_particle = function(player)
|
||||
@ -84,9 +95,9 @@ local add_particle = function(player)
|
||||
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),
|
||||
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,
|
||||
@ -106,9 +117,20 @@ 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
|
||||
for i=particles_number_per_update, 1,-1 do
|
||||
display_particles(player)
|
||||
end
|
||||
end
|
||||
|
||||
snow.in_area = function(position)
|
||||
if hw_utils.is_biome_frozen(position) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > -10 and position.y < 120 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
snow.start = function()
|
203
weathers/snowstorm.lua
Normal file
203
weathers/snowstorm.lua
Normal file
@ -0,0 +1,203 @@
|
||||
----------------------------
|
||||
-- Happy Weather: Snowfall
|
||||
|
||||
-- License: MIT
|
||||
|
||||
-- Credits: xeranas
|
||||
----------------------------
|
||||
|
||||
local snowstorm = {}
|
||||
|
||||
-- Weather identification code
|
||||
snowstorm.code = "snowstorm"
|
||||
snowstorm.last_check = 0
|
||||
snowstorm.check_interval = 300
|
||||
snowstorm.chance = 0.05
|
||||
|
||||
-- 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_snowstorm_sky"
|
||||
|
||||
local set_weather_sound = function(player)
|
||||
return minetest.sound_play("happy_weather_snowstorm", {
|
||||
object = player,
|
||||
max_hear_distance = 2,
|
||||
loop = true,
|
||||
})
|
||||
end
|
||||
|
||||
local remove_weather_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
|
||||
|
||||
snowstorm.is_starting = function(dtime, position)
|
||||
if snowstorm.last_check + snowstorm.check_interval < os.time() then
|
||||
snowstorm.last_check = os.time()
|
||||
if math.random() < snowstorm.chance then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
if manual_trigger_start then
|
||||
manual_trigger_start = false
|
||||
return true
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
snowstorm.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.sky_data = {
|
||||
gradient_colors = {
|
||||
{r=0, g=0, b=0},
|
||||
{r=231, g=234, b=239},
|
||||
{r=0, g=0, b=0}
|
||||
}
|
||||
}
|
||||
skylayer.add_layer(player_name, sl)
|
||||
end
|
||||
|
||||
snowstorm.in_area = function(position)
|
||||
if hw_utils.is_biome_frozen(position) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
if position.y > 30 and position.y < 140 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
snowstorm.add_player = function(player)
|
||||
sound_handlers[player:get_player_name()] = set_weather_sound(player)
|
||||
set_sky_box(player:get_player_name())
|
||||
end
|
||||
|
||||
snowstorm.remove_player = function(player)
|
||||
remove_weather_sound(player)
|
||||
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
|
||||
end
|
||||
|
||||
local rain_drop_texture = "happy_weather_snowstorm.png"
|
||||
|
||||
local sign = function (number)
|
||||
if number >= 0 then
|
||||
return 1
|
||||
else
|
||||
return -1
|
||||
end
|
||||
end
|
||||
|
||||
local add_wide_range_rain_particle = function(player)
|
||||
local offset = {
|
||||
front = 7,
|
||||
back = 4,
|
||||
top = 3,
|
||||
bottom = 0
|
||||
}
|
||||
|
||||
local random_pos = hw_utils.get_random_pos(player, offset)
|
||||
local p_pos = player:getpos()
|
||||
|
||||
local look_dir = player:get_look_dir()
|
||||
|
||||
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 = sign(look_dir.x) * -10, y = -1, z = sign(look_dir.z) * -10},
|
||||
acceleration = {x = sign(look_dir.x) * -10, y = -1, z = sign(look_dir.z) * -10},
|
||||
expirationtime = 0.3,
|
||||
size = 30,
|
||||
collisiondetection = true,
|
||||
texture = "happy_weather_snowstorm.png",
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Random texture getter
|
||||
local choice_random_rain_drop_texture = function()
|
||||
local base_name = "happy_weather_light_snow_snowflake_"
|
||||
local number = math.random(1, 3)
|
||||
local extension = ".png"
|
||||
return base_name .. number .. extension
|
||||
end
|
||||
|
||||
local add_snow_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(-5,-2.5), y = math.random(-10,-5), z = math.random(-5,-2.5)},
|
||||
acceleration = {x = math.random(-5,-2.5), y=-2.5, z = math.random(-5,-2.5)},
|
||||
expirationtime = 2.0,
|
||||
size = math.random(1, 3),
|
||||
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
|
||||
|
||||
local particles_number_per_update = 3
|
||||
for i=particles_number_per_update, 1,-1 do
|
||||
add_wide_range_rain_particle(player)
|
||||
end
|
||||
|
||||
local snow_particles_number_per_update = 10
|
||||
for i=snow_particles_number_per_update, 1,-1 do
|
||||
add_snow_particle(player)
|
||||
end
|
||||
end
|
||||
|
||||
snowstorm.render = function(dtime, player)
|
||||
display_particles(player)
|
||||
end
|
||||
|
||||
snowstorm.start = function()
|
||||
manual_trigger_start = true
|
||||
end
|
||||
|
||||
snowstorm.stop = function()
|
||||
manual_trigger_end = true
|
||||
end
|
||||
|
||||
happy_weather.register_weather(snowstorm)
|
||||
|
@ -11,6 +11,7 @@
|
||||
local thunder = {}
|
||||
thunder.last_check = 0
|
||||
thunder.check_interval = 100
|
||||
thunder.chance = 0.8
|
||||
|
||||
-- Weather identification code
|
||||
thunder.code = "thunder"
|
||||
@ -27,14 +28,13 @@ 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
|
||||
if math.random() < thunder.chance and happy_weather.is_weather_active("heavy_rain") then
|
||||
return true
|
||||
end
|
||||
end
|
||||
@ -69,6 +69,11 @@ local calculate_thunder_strike_delay = function()
|
||||
end
|
||||
|
||||
thunder.render = function(dtime, player)
|
||||
local player_name = player:get_player_name()
|
||||
if happy_weather.is_player_in_weather_area(player_name, "heavy_rain") == false then
|
||||
return
|
||||
end
|
||||
|
||||
if thunder.next_strike <= os.time() then
|
||||
lightning.strike()
|
||||
calculate_thunder_strike_delay()
|
Reference in New Issue
Block a user