1
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mirror of https://gitlab.com/rautars/weather_pack.git synced 2025-06-28 21:56:04 +02:00

31 Commits

Author SHA1 Message Date
00b36224ed Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev 2020-05-09 00:15:37 +02:00
fa9e15628d Decrease chance for weather flickering effect (#9) 2019-12-20 11:08:41 +02:00
d9c26aba55 Merge branch 'master' into 'master'
Update README.md to reflect current location of repo

See merge request rautars/weather_pack!11
2019-12-18 13:03:41 +00:00
2a8c2d0566 MT 0.4.16 compatibility fixes and code clean-up. 2019-07-19 20:06:28 +03:00
0efa6f9e44 Update README.md to reflect current location of repo 2019-07-18 03:30:29 +00:00
c6987629e5 added snow particles for snowstorm 2019-07-14 16:45:50 +03:00
9bb9a6cecb refactor: moved weather files to separate dir 2019-07-14 13:11:14 +03:00
5e4a9a46cb added snowstorm weather 2019-07-14 12:42:12 +03:00
bb53648a69 fix auto weather (update to use new biome env API) 2019-07-11 06:46:40 +03:00
def185bb40 Ajoute message de chargement du mod dans le journal "action" 2019-01-19 20:00:36 +01:00
28744a162f Merge pull request #10 from bell07/patch-1
fix leaked global variable
2018-05-22 23:36:13 +03:00
eecf3c5524 fix leaked global variable 2018-05-22 22:34:37 +02:00
5d8bf1ae1c adjusted clouds number 2018-04-15 19:10:24 +03:00
3a315928c4 added clouds for rain weathers update embeded skylayer 2018-04-15 17:48:57 +03:00
695ef4521b fixed typo 2018-02-17 16:44:57 +02:00
7dbab2c033 Merge pull request #9 from bell07/patch-1
avoid undeclared global variable access
2017-12-26 19:39:10 +02:00
6d21d3ddd1 avoid undeclared global variable access
remove warning 
Undeclared global variable "hw_utils" accessed at ...ds/ambience/weather_pack/utils.lua:9
2017-12-24 15:49:53 +01:00
f8e1640b9a Update README.md 2017-06-24 22:45:49 +03:00
4fad47c4a4 Update README.md 2017-06-24 22:45:01 +03:00
f79c3e4505 Merge branch 'master' of https://github.com/xeranas/weather_pack 2017-06-24 22:23:56 +03:00
5d4745cb27 mapgen v6 biome check support WIP 2017-06-24 22:23:54 +03:00
da72a58293 added add heigth limit for weather visibility 2017-06-24 22:22:59 +03:00
96bd7176b9 Update README.md 2017-06-24 19:20:20 +03:00
e90133b30a minor code cleanup 2017-06-24 19:15:33 +03:00
1f07735c44 turn off snow weather for v6 biome 2017-06-24 18:51:39 +03:00
892cfa8b58 opt out v6 mapgen maps from biome check 2017-06-24 18:22:57 +03:00
829605f70d remove clouds from weather skies 2017-06-04 10:46:45 +03:00
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
15 changed files with 1007 additions and 490 deletions

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@ -2,6 +2,12 @@ weather-pack
=======================
Weather mod for Minetest (http://minetest.net/)
Feedback and Improvements
-----------------------
* See newest version at https://gitlab.com/zombiebot/weather_pack
* Register bugs at https://gitlab.com/zombiebot/weather_pack/issues
* Questions / Discussion at https://forum.minetest.net/viewtopic.php?p=215869
Weathers included
-----------------------
* light_rain, rain, heavy_rain
@ -15,9 +21,11 @@ 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.
Thunder weather requires [lightning](https://github.com/minetest-mods/lightning) mod.
License of source code:
-----------------------
@ -29,12 +37,8 @@ Authors of media files:
xeranas:
* `happy_weather_heavy_rain_drops.png` - CC-0
* `happy_weather_light_rain_raindrop_1.png` - CC-0
* `happy_weather_light_rain_raindrop_2.png` - CC-0
* `happy_weather_light_rain_raindrop_3.png` - CC-0
* `happy_weather_light_snow_snowflake_1.png` - CC-0
* `happy_weather_light_snow_snowflake_2.png` - CC-0
* `happy_weather_light_snow_snowflake_3.png` - CC-0
* `happy_weather_light_rain_raindrop_*.png` - CC-0
* `happy_weather_light_snow_snowflake_*.png` - CC-0
inchadney (http://freesound.org/people/inchadney/):

View File

@ -1,265 +0,0 @@
-------------------------
-- Sky Layers: API
-- License: MIT
-- Credits: xeranas
-------------------------
skylayer = {}
-- flag for enable / disable skylayer temporally if needed
skylayer.enabled = true
-- supported skylayer types
skylayer.SKY_PLAIN = "plain"
skylayer.SKY_SOLID_COLOR = "solid_color"
skylayer.SKY_SKYBOX = "skybox"
-- helps track total dtime
local timer = 0
local gradient_default_min_value = 0
local gradient_default_max_value = 1000
-- how often sky will be updated in seconds
skylayer.update_interval = 4
-- keeps player related data such as player itself and own sky layers
local sky_players = {}
-- adds player to sky layer affected players list
local add_player = function(player)
local data = {}
data.id = player:get_player_name()
data.player = player
data.skylayers = {}
table.insert(sky_players, data)
end
-- remove player from sky layer affected players list
local remove_player = function(player_name)
if #sky_players == 0 then
return
end
for k, player_data in ipairs(sky_players) do
if player_data.id == player_name then
set_default_sky(player_data.player)
table.remove(sky_players, k)
return
end
end
end
local get_player_by_name = function(player_name)
if player_name == nil then
return nil
end
if #minetest.get_connected_players() == 0 then
return nil
end
for i, player in ipairs(minetest.get_connected_players()) do
if player:get_player_name() == player_name then
return player
end
end
return nil
end
local get_player_data = function(player_name)
if #sky_players == 0 then
return nil
end
for k, player_data in ipairs(sky_players) do
if player_data.id == player_name then
return player_data
end
end
end
local create_new_player_data = function(player_name)
local player_data = get_player_data(player_name)
if player_data == nil then
local player = get_player_by_name(player_name)
if player == nil then
minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
return
end
add_player(player)
return get_player_data(player_name)
end
return player_data
end
-- sets default / regular sky for player
local set_default_sky = function(player)
player:set_sky(nil, "regular", nil)
end
-- resolves latest skylayer based on added layer time
local get_latest_layer = function(layers)
if #layers == 0 then
return nil
end
local latest_layer = nil
for k, layer in ipairs(layers) do
if latest_layer == nil then
latest_layer = layer
else
if layer.added_time >= latest_layer.added_time then
latest_layer = layer
end
end
end
return latest_layer
end
local convert_to_rgb = function(minval, maxval, current_val, colors)
local max_index = #colors - 1
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
local index1 = math.floor(val)
local index2 = math.min(math.floor(val)+1, max_index + 1)
local f = val - index1
local c1 = colors[index1]
local c2 = colors[index2]
return {
r=math.floor(c1.r + f*(c2.r - c1.r)),
g=math.floor(c1.g + f*(c2.g-c1.g)),
b=math.floor(c1.b + f*(c2.b - c1.b))
}
end
-- Returns current layer color in {r, g, b} format
local get_current_layer_color = function(layer_data)
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
local timeofday = minetest.get_timeofday()
local min_val = layer_data.gradient_data.min_value
if min_val == nil then
min_val = gradient_default_min_value
end
local max_val = layer_data.gradient_data.max_value
if max_val == nil then
max_val = gradient_default_max_value
end
local rounded_time = math.floor(timeofday * max_val)
local gradient_colors = layer_data.gradient_data.colors
local color = convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
return color
end
local update_plain_sky = function(player, layer_data)
local color = get_current_layer_color(layer_data)
player:set_sky(color, "plain", nil)
end
local update_solid_color_sky = function(player, layer_data)
player:set_sky(layer_data.color, "plain", nil)
end
local update_skybox_sky = function(player, layer_data)
player:set_sky(layer_data.skybox[1], layer_data.skybox[2], layer_data.skybox[3])
end
local update_sky = function(player, timer)
local player_data = get_player_data(player:get_player_name())
if player_data == nil then return end
local current_layer = get_latest_layer(player_data.skylayers)
if current_layer == nil then
return
end
if current_layer.updated == false or timer >= skylayer.update_interval then
current_layer.updated = os.time()
if current_layer.layer_type == skylayer.SKY_PLAIN then
update_plain_sky(player, current_layer.data)
return
end
if current_layer.layer_type == skylayer.SKY_SOLID_COLOR then
update_solid_color_sky(player, current_layer.data)
return
end
if current_layer.layer_type == skylayer.SKY_SKYBOX then
update_skybox_sky(player, current_layer.data)
return
end
end
end
skylayer.add_layer = function(player_name, layer)
if layer == nil or layer.name == nil then
minetest.log("error", "Incorrect skylayer definition")
return
end
local player_data = get_player_data(player_name)
if player_data == nil then
player_data = create_new_player_data(player_name)
end
if player_data == nil then
minetest.log("error", "Fail to add skylayer to player '" .. player_name .. "'")
return
end
layer.added_time = os.time()
layer.updated = false
table.insert(player_data.skylayers, layer)
end
skylayer.remove_layer = function(player_name, layer_name)
local player_data = get_player_data(player_name)
if player_data == nil or player_data.skylayers == nil then
return
end
if #player_data.skylayers == 0 then
return
end
for k, layer in ipairs(player_data.skylayers) do
if layer.name == layer_name then
table.remove(player_data.skylayers, k)
if #player_data.skylayers == 0 then
local player = get_player_by_name(player_name)
if player ~= nil then
set_default_sky(player)
end
end
return
end
end
end
minetest.register_globalstep(function(dtime)
if skylayer.enabled == false then
return
end
if #minetest.get_connected_players() == 0 then
return
end
-- timer addition calculated outside of players loop
timer = timer + dtime;
for k, player in ipairs(minetest.get_connected_players()) do
update_sky(player, timer)
end
-- reset timer outside of loop to make sure that all players sky will be updated
if timer >= skylayer.update_interval then
timer = 0
end
end)

View File

@ -2,28 +2,37 @@ local modpath = minetest.get_modpath("weather_pack");
-- If skylayer mod not located then embeded version will be loaded.
if minetest.get_modpath("skylayer") == nil then
dofile(modpath.."/embedded_sky_layer_api.lua")
dofile(modpath.."/lib_sky_layer_api.lua")
end
-- If happy_weather_api mod not located then embeded version will be loaded.
if minetest.get_modpath("happy_weather_api") == nil then
dofile(modpath.."/embedded_happy_weather_api.lua")
dofile(modpath.."/commands.lua")
dofile(modpath.."/lib_happy_weather_api.lua")
dofile(modpath.."/commands.lua")
end
legacy_MT_version = false
if minetest.get_humidity == nil then
minetest.log("warning", "MOD [weather_pack]: Old Minetest version detected, some mod features will not work.")
legacy_MT_version = true
end
-- Happy Weather utilities
dofile(modpath.."/utils.lua")
dofile(modpath.."/light_rain.lua")
dofile(modpath.."/rain.lua")
dofile(modpath.."/heavy_rain.lua")
dofile(modpath.."/snow.lua")
dofile(modpath.."/weathers/light_rain.lua")
dofile(modpath.."/weathers/rain.lua")
dofile(modpath.."/weathers/heavy_rain.lua")
dofile(modpath.."/weathers/snow.lua")
dofile(modpath.."/weathers/snowstorm.lua")
if minetest.get_modpath("lightning") ~= nil then
dofile(modpath.."/thunder.lua")
-- Turn off lightning mod 'auto mode'
lightning.auto = false
dofile(modpath.."/weathers/thunder.lua")
-- Turn off lightning mod 'auto mode'
lightning.auto = false
end
dofile(modpath.."/abm.lua")
minetest.log("action", "[weather_pack] loaded.")

View File

@ -11,6 +11,112 @@ 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 --
------------------------------------
-- 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
View 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

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134
utils.lua
View File

@ -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

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
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

View File

@ -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

View File

@ -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

View File

@ -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
View 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)

View File

@ -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()