forked from mtcontrib/regional_weather
Update to new wind system, make puddles rotational, change hail conditions
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e874daa894
commit
2d289abbd1
109
abms/puddle.lua
109
abms/puddle.lua
@ -2,6 +2,16 @@ local BLOCK_PREFIX = "regional_weather:puddle_"
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local VARIANT_COUNT = 39
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local MIN_DISTANCE = 4
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local GROUND_COVERS = {
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"group:soil",
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"group:stone",
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"group:sand",
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"group:wood",
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"default:permafrost",
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"default:permafrost_with_moss",
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"default:permafrost_with_stones"
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}
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if not regional_weather.settings.puddles then
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for i=1,VARIANT_COUNT do
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for r=0,270,90 do
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@ -17,74 +27,68 @@ local node_box = {
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}
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for i = 1,VARIANT_COUNT do
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for rotation = 0,270,90 do
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for flip = 0,1 do
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local name = BLOCK_PREFIX .. i .. "_" .. rotation
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local index = i
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if i < 10 then index = "0" .. i end
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local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
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if flip == 1 or rotation > 0 then
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texture = texture .. "^[transform"
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end
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if flip == 1 then
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name = name .. "_flipped"
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texture = texture .. "FX"
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end
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if rotation > 0 then
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texture = texture .. "R" .. rotation
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end
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minetest.register_node(name, {
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tiles = { texture },
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drawtype = "nodebox",
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pointable = false,
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buildable_to = true,
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floodable = true,
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walkable = false,
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sunlight_propagates = true,
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paramtype = "light",
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use_texture_alpha = true,
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node_box = node_box,
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groups = {
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not_in_creative_inventory = 1,
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crumbly = 3,
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attached_node = 1,
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slippery = 1,
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flora = 1,
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water = 1,
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regional_weather_puddle = 1
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},
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drop = "",
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sounds = {
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footstep = {
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name = "weather_puddle",
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gain = 0.8
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}
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}
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})
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for flip = 0,1 do
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local name = BLOCK_PREFIX .. i
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local index = i
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if i < 10 then index = "0" .. i end
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local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
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if flip == 1 then
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name = name .. "_flipped"
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texture = texture .. "^[transformFX"
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end
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minetest.register_node(name, {
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tiles = { texture },
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drawtype = "nodebox",
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pointable = false,
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buildable_to = true,
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floodable = true,
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walkable = false,
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sunlight_propagates = true,
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paramtype = "light",
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paramtype2 = "facedir",
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use_texture_alpha = true,
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node_box = node_box,
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groups = {
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not_in_creative_inventory = 1,
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crumbly = 3,
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attached_node = 1,
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slippery = 1,
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flora = 1,
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water = 1,
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weather_puddle = 1
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},
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drop = "",
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sounds = {
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footstep = {
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name = "weather_puddle",
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gain = 0.8
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}
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}
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})
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end
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end
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minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
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minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14")
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local function get_random_puddle()
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local index = math.random(1, VARIANT_COUNT)
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local rotation = math.random(0, 3) * 90
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local flip = math.random(0, 1)
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local name = BLOCK_PREFIX .. index .. "_" .. rotation
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local name = BLOCK_PREFIX .. index
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if flip == 1 then
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name = name .. "_flipped"
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end
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return name
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local param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(rotation))
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return { name = name, param2 = param2 }
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end
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-- Makes Puddles when raining
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climate_api.register_abm({
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label = "create rain puddles",
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nodenames = { "group:soil", "group:stone" },
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nodenames = GROUND_COVERS,
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neighbors = { "air" },
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interval = 15,
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chance = 50,
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interval = 8,
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chance = 150,
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catch_up = false,
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conditions = {
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@ -101,9 +105,8 @@ climate_api.register_abm({
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action = function (pos, node, env)
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if minetest.get_node(pos).name ~= "air" then return end
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if minetest.find_node_near(pos, MIN_DISTANCE, "group:regional_weather_puddle") then return end
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local puddle_name = get_random_puddle()
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minetest.set_node(pos, {name = puddle_name})
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if minetest.find_node_near(pos, MIN_DISTANCE, "group:weather_puddle") then return end
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minetest.set_node(pos, get_random_puddle())
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end
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})
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@ -1,5 +1,4 @@
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local name = "regional_weather:ambient"
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local CLOUD_SPEED = 1.8
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local conditions = {}
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@ -15,14 +14,16 @@ end
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local function generate_effects(params)
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local override = {}
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local wind = climate_api.environment.get_wind()
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local cloud_height = calc_cloud_height(params.heat, params.humidity, params.dewpoint)
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local wind = climate_api.environment.get_wind({ x = 0, y = cloud_height, z = 0 })
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local skybox = {priority = 10}
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skybox.cloud_data = {
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density = climate_api.utility.rangelim(params.humidity / 100, 0.15, 0.65),
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speed = vector.multiply(wind, CLOUD_SPEED),
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speed = wind,
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thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18),
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height = calc_cloud_height(params.heat, params.humidity, params.dewpoint),
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height = cloud_height,
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ambient = "#0f0f1050"
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}
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@ -3,6 +3,7 @@ local name = "regional_weather:hail"
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local conditions = {
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min_height = regional_weather.settings.min_height,
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max_height = regional_weather.settings.max_height,
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min_heat = 30,
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max_heat = 45,
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min_humidity = 65,
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min_windspeed = 2.5,
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@ -12,7 +13,7 @@ local conditions = {
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local effects = {}
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effects["climate_api:damage"] = {
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chance = 15,
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rarity = 15,
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value = 3,
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check = {
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type = "raycast",
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@ -25,7 +25,7 @@ effects["climate_api:hud_overlay"] = {
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}
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effects["climate_api:damage"] = {
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chance = 3,
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rarity = 3,
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value = 1,
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check = {
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type = "raycast",
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