--------------------------------------- -- Happy Weather: Utilities / Helpers -- License: MIT -- Credits: xeranas --------------------------------------- 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 offset_y = 0 end if minetest.get_node_light({x=pos.x, y=pos.y + offset_y, z=pos.z}, 0.5) == 15 then return true end return false 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 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 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 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 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