15 Commits

Author SHA1 Message Date
da4062206d Fix minor typo 2020-05-16 16:28:47 +02:00
ffdbdf792e Fix MTG warning, add configurability for lightning chances, nerf movement penalties 2020-05-16 16:20:47 +02:00
e6f0067f3b Add feature toggles for movement modifier and hydrating puddles 2020-05-16 05:02:01 +02:00
a0c56052dd Bump version number 2020-05-13 16:05:54 +02:00
2d289abbd1 Update to new wind system, make puddles rotational, change hail conditions 2020-05-13 16:05:21 +02:00
e874daa894 Adjust lightning chances and update speed buff to new API 2020-05-12 16:01:13 +02:00
231642af2f Update to new particle API, improve night visibility, move damage effect, improve cloud height calculation 2020-04-28 01:23:46 +02:00
72716122d7 Improve heavy snow performance, add pedology support, add documentation 2020-04-26 18:10:46 +02:00
acab95402a Improve snow and rain performance, nerf block update speed 2020-04-25 15:50:45 +02:00
084ee8c9f5 Implement light correction for HUD, create new artwork 2020-04-24 19:52:03 +02:00
677382c142 Tweak fog effect, add puddle variants, imrove frost HUD 2020-04-24 01:36:58 +02:00
32ab2c4d23 Add new textures, tweak effects, add fog and freezing of river water 2020-04-22 00:54:27 +02:00
e0b8d6d835 Update to new influences, improve rain skybox 2020-04-18 17:26:01 +02:00
497f31918a Fix speed buff effect, update to new wind influences, tinker with skybox effect 2020-04-18 11:14:09 +02:00
52f06da30f Enable snow setting, update presets to renamed lighting condition 2020-04-18 08:03:02 +02:00
84 changed files with 741 additions and 271 deletions

103
README.md
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@ -1,31 +1,106 @@
# Regional Weather
A weather pack for __Climate API__ by Till Affeldt (TestificateMods)
A weather pack for [__Climate API__](https://github.com/t-affeldt/climate_api) by Till Affeldt (TestificateMods)
![](https://raw.githubusercontent.com/t-affeldt/regional_weather/master/screenshot.webp)
Not every biome is the same and neither should their weather be.
Regional Weather controls it's effects with the local climate in mind.
Regional Weather controls its effects with the local climate in mind.
Experience the humid air of the rain forest and harsh desert sandstorms.
## Assets
## Troubleshooting
Regional Weather depends on [Climate API](https://github.com/t-affeldt/climate_api) in order to function. Generally speaking, most mods should be compatible to it.
If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in Climate API's settings using the ``Override the skybox`` option. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect.
Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
If you experience __performance issues__, the *Performance* section of Climate API's configuration section is a great place to start looking for a solution.
The following mods are recommended to be installed alongside Regional Weather:
- [Climate API](https://github.com/t-affeldt/climate_api) (required): The necessary weather engine that this mod is built upon
- [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle
- [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea.
- [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects
- [Farming](https://github.com/minetest/minetest_game/tree/master/mods/farming) (as part of MTG) or [Farming Redo](https://forum.minetest.net/viewtopic.php?t=9019): Add farmland and crops to grow food. Farmland wil turn wet during rain effects.
- [Fire](https://github.com/minetest/minetest_game/tree/master/mods/fire) (as part of MTG): Adds fires that can be caused by lightning strikes and other effects and will be extinguished during rain effects.
- [Pedology](https://forum.minetest.net/viewtopic.php?f=11&t=9429) Adds a lot of nodes with dynamic wetness and dryness states.
- [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are.
For easier installation, you can get a lot of these mods as part of my [Climate Modpack](https://github.com/t-affeldt/climate).
## Configuration Options
You can find all mod configuration options in your Minetest launcher.
Go to ``Settings → All Settings → Mods → regional_weather`` to change them.
Also check out the options inside the ``climate_api`` section for additional configuration options, including performance tweaks and feature switches.
### Features
- ``Place snow layers`` (default true):
If set to true, snow layers will stack up during snowy weather.
- ``Freeze river water`` (default true):
If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
This process does not affect regular ice blocks because it adds its own temporary ones.
- ``Place rain puddles`` (default true):
If set to true, water puddles will form during rain or when snow layers have melted.
- ``Hydrate farmland`` (default true):
If set to true, rain will cause dry farmland to turn wet.
Requires *farming* or *farming_redo* mod.
- ``Extinguish fire`` (bool true):
If set to true, fires will be extinguished during rain showers.
Requires *fire* mod.
- ``Wetten pedology nodes`` (default true):
If set to true, rain will wetten or dry nodes from pedology mod.
Requires *pedology* mod.
### World Configuration
- ``Maximum height of weather effects`` (default 120):
No visual effects will be applied above this height.
This value defaults to normal cloud height (120 nodes above sea level).
- ``Minimum height of weather effects`` (default -50):
No visual effects will be applied below this height.
This will prevent unwanted visuals within large underground caves.
- ``Cloud height`` (default 120)
Average height of cloud bases
- ``Cloud height variation`` (default 40)
Maxmial variation of cloud height from base value
## License information
### Source Code
Unless otherwise stated, this source code is written entirely by myself.
You are free to use it under a GNU Lesser General Public License version 3.
You can find respective rights and conditions in the attached [LICENSE](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md) file.
The entire source code is available on [Github](https://github.com/t-affeldt/regional_weather).
### Particles
- Rain sounds: *CC0* by Q.K., taken from mymonths at https://github.com/minetest-mods/mymonths/tree/master/sounds
- Snow flake and rain drop textures: *CC BY-SA (3.0)* by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
- Snow texture: *CC BY-SA (3.0)* composited from individual snow flakes by paramat.
- Rain texture: *CC BY-SA (3.0)* from TeddyDesTodes, taken from his weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
- Hail textures: *CC BY-SA (3.0)* made by me
- Snow flake textures: *CC BY-SA (3.0)* by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
- Snow composite texture: *CC BY-SA (3.0)* by Cap, created from aforementioned snow flakes by paramat (please credit original artist as well)
- Rain textures: *CC BY-SA (3.0)* by Cap (an original design for this mod)
### Block Textures
- Puddle texture: *DWYWPL* by Don, Nathan from mymonths at https://github.com/minetest-mods/mymonths/blob/master/textures/weather_puddle.png
- Snow cover texture: *WTFPL*, taken from mymonths at https://github.com/minetest-mods/mymonths/blob/master/textures/weather_snow_cover.png
- Puddle textures: *CC BY-SA (3.0)* by Cap
- Snow layers and ice block using textures from *default* (not included)
### Sounds
- Heavy Rain sounds: *CC0* by Q.K., taken from mymonths at https://github.com/minetest-mods/mymonths/tree/master/sounds
- Light Rain sounds: *CC BY 3.0* by Arctura from https://freesound.org/people/Arctura/sounds/34065/
- Wind sound: *CC BY (3.0)* by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/
- Hail sound: *CC0* by ikayuka from https://freesound.org/people/ikayuka/sounds/240742/
- Puddle footstep sound: *CC0* by swordofkings128 from https://freesound.org/people/swordofkings128/sounds/398032/
### HUD Overlays
- Original texture for frost hud: *CC0* by Simon Matzinger from https://freestocktextures.com/texture/winter-snow-frozen,995.html, edits by me under *CC0* as well
- Original texture for sandstorm hud: *CC0* from https://freestocktextures.com/texture/dirty-baking-paper,1202.html, edits by me under *CC0* as well
- Frost HUD: *CC BY-SA (3.0)* by Cap
- Original texture for sand storm HUD: *CC0* from https://freestocktextures.com/texture/dirty-baking-paper,1202.html, edits by me under *CC0* as well
### Assets in screenshots
- All screenshots and editing by me: *CC BY-SA (4.0)*
- Screenshots and editing: *CC BY-SA (3.0)* by me
- Logos and artwork: *CC BY-SA (3.0)* by Cap
- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
- Liberation Fonts (for the text): *OFL*, see https://github.com/liberationfonts/liberation-fonts
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
- Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
### Full License Conditions
- [GNU Lesser General Public License version 4](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md)
- [Creative Commons Licenses](https://creativecommons.org/licenses/)
- [SIL Open Font License](https://opensource.org/licenses/OFL-1.1)

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@ -4,15 +4,17 @@ if not minetest.get_modpath("fire") then return end
climate_api.register_abm({
label = "extinguish fire at high humidity",
nodenames = { "fire:basic_flame" },
neighbors = { "air" },
interval = 10,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 85,
min_light = 15
daylight = 15
},
action = function (pos, node, env)

68
abms/ice.lua Normal file
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@ -0,0 +1,68 @@
if not regional_weather.settings.ice
or not minetest.get_modpath("default")
or default.node_sound_glass_defaults == nil
then return end
local BLOCK_NAME = "regional_weather:ice"
minetest.register_node(BLOCK_NAME, {
tiles = {"(default_ice.png^[colorize:#ffffff:50)^[opacity:200"},
paramtype = "light",
groups = {
cracky = 3,
cools_lava = 1,
slippery = 3,
dig_immediate = 2,
melts = 1
},
freezemelt = "default:river_water_source",
sounds = default.node_sound_glass_defaults(),
use_texture_alpha = true,
drop = "",
on_destruct = function(pos)
-- asynchronous to avoid destruction loop
minetest.after(0, function(pos)
if minetest.get_node(pos).name ~= "air" then return end
minetest.set_node(pos, { name = "default:river_water_source" })
end, pos)
end
})
climate_api.register_abm({
label = "freeze river water",
nodenames = { "default:river_water_source" },
neighbors = { "air" },
interval = 25,
chance = 3,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 25,
daylight = 15
},
action = function (pos, node, env)
minetest.set_node(pos, { name = BLOCK_NAME })
end
})
climate_api.register_abm({
label = "unfreeze river water",
nodenames = { BLOCK_NAME },
interval = 25,
chance = 4,
catch_up = true,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 40,
daylight = 15
},
action = function (pos, node, env)
minetest.set_node(pos, { name = "default:river_water_source" })
end
})

28
abms/pedology.lua Normal file
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@ -0,0 +1,28 @@
if not regional_weather.settings.pedology
or not minetest.get_modpath("pedology")
then return end
climate_api.register_abm({
label = "wetten or dry pedology nodes",
nodenames = { "group:sucky" },
neighbors = { "air" },
interval = 25,
chance = 30,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 25,
min_light = 15
},
action = function (pos, node, env)
local wetness = minetest.get_item_group(node.name, "wet") or 0
if wetness < 2 and env.humidity > 55 then
pedology.wetten(pos)
elseif wetness > 0 and wetness < 3 and env.humidity < 40 then
pedology.dry(pos)
end
end
})

View File

@ -1,61 +1,107 @@
-- code of this file is partially taken from and otherwise inspired by
-- mymonths on https://github.com/minetest-mods/mymonths (licensed under DWYWPL)
-- contributers available at https://github.com/minetest-mods/mymonths/graphs/contributors
-- all changes of mine remain under LGPL v3
local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 39
local MIN_DISTANCE = 4
local BLOCK_NAME = "regional_weather:puddle"
local MIN_DISTANCE = 12
local GROUND_COVERS = {
"group:soil",
"group:stone",
"group:sand",
"group:wood",
"default:permafrost",
"default:permafrost_with_moss",
"default:permafrost_with_stones"
}
if not regional_weather.settings.puddles then
minetest.register_alias(BLOCK_NAME, "air")
for i=1,VARIANT_COUNT do
for r=0,270,90 do
minetest.register_alias(BLOCK_PREFIX .. i .. "_" .. r, "air")
end
end
return
end
--Puddle node
local node_box = {
type = "fixed",
fixed = {
{-0.1875, -0.5, -0.375, 0.125, -0.4875, 0.3125},
{-0.25, -0.5, -0.3125, 0.3125, -0.4925, 0.25},
{-0.3125, -0.5, -0.1875, 0.375, -0.4975, 0.1875},
}
fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
}
minetest.register_node(BLOCK_NAME, {
tiles = { "weather_puddle.png" },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
alpha = 50,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
replaceable_by_snow = 1
},
drop = "",
})
local apply_water_group
if regional_weather.settings.puddles_water then
apply_water_group = 1
end
for i = 1,VARIANT_COUNT do
for flip = 0,1 do
local name = BLOCK_PREFIX .. i
local index = i
if i < 10 then index = "0" .. i end
local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "^[transformFX"
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = apply_water_group,
weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
end
end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14")
local function get_random_puddle()
local index = math.random(1, VARIANT_COUNT)
local rotation = math.random(0, 3) * 90
local flip = math.random(0, 1)
local name = BLOCK_PREFIX .. index
if flip == 1 then
name = name .. "_flipped"
end
local param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(rotation))
return { name = name, param2 = param2 }
end
-- Makes Puddles when raining
climate_api.register_abm({
label = "create rain puddles",
nodenames = { "group:soil", "group:stone" },
nodenames = GROUND_COVERS,
neighbors = { "air" },
interval = 10,
chance = 50,
interval = 8,
chance = 150,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
min_light = 15
daylight = 15
},
pos_override = function(pos)
@ -64,17 +110,18 @@ climate_api.register_abm({
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
if minetest.find_node_near(pos, MIN_DISTANCE, BLOCK_NAME) then return end
minetest.set_node(pos, {name = BLOCK_NAME})
if minetest.find_node_near(pos, MIN_DISTANCE, "group:weather_puddle") then return end
minetest.set_node(pos, get_random_puddle())
end
})
-- Makes puddles dry up when not raining
climate_api.register_abm({
label = "remove rain puddles",
nodenames = { BLOCK_NAME },
interval = 5,
chance = 5,
nodenames = { "group:regional_weather_puddle" },
interval = 10,
chance = 3,
catch_up = true,
action = function (pos, node, env)
if env.humidity < 55 then
@ -83,4 +130,4 @@ climate_api.register_abm({
minetest.set_node(pos, {name = "regional_weather:snow_cover_1"})
end
end
})
})

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@ -1,17 +1,21 @@
-- code of this file is partially taken from and otherwise inspired by
-- mymonths on https://github.com/minetest-mods/mymonths (licensed under DWYWPL)
-- contributers available at https://github.com/minetest-mods/mymonths/graphs/contributors
-- all changes of mine remain under LGPL v3
local BLOCK_PREFIX = "regional_weather:snow_cover_"
if not regional_weather.settings.puddles then
if not minetest.get_modpath("default")
or default.node_sound_snow_defaults == nil
or not regional_weather.settings.snow then
for i = 1,5 do
minetest.register_alias(BLOCK_PREFIX .. i, "air")
end
return
end
local destruction_handler = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_snow" then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
end
for i = 1,5 do
local node_box = {
type = "fixed",
@ -40,7 +44,9 @@ for i = 1,5 do
if minetest.get_node(pos).name == "default:dirt_with_grass" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
end
end
end,
on_destruct = destruction_handler,
on_flood = destruction_handler
})
end
@ -54,15 +60,16 @@ climate_api.register_abm({
"group:coverable_by_snow"
},
neighbors = { "air" },
interval = 15,
chance = 20,
interval = 25,
chance = 40,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
min_light = 15
daylight = 15
},
pos_override = function(pos)
@ -70,7 +77,7 @@ climate_api.register_abm({
end,
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
if node.name ~= "air" then return end
local base = minetest.get_node(vector.add(pos, {x=0, y=-1, z=0})).name
local is_soil = minetest.get_item_group(base, "soil") or 0
local is_stone = minetest.get_item_group(base, "stone") or 0
@ -86,23 +93,23 @@ climate_api.register_abm({
"group:flora",
"group:grass",
"group:plant",
"group:replaceable_by_snow",
"group:regional_weather_snow_cover"
},
interval = 15,
chance = 15,
neighbors = { "air" },
interval = 25,
chance = 30,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
min_light = 15
daylight = 15
},
action = function (pos, node, env)
local node_name = minetest.get_node(pos).name
local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
local value = minetest.get_item_group(node.name, "regional_weather_snow_cover")
if value == nil then value = 0 end
if value < 5 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value + 1) })
@ -113,18 +120,16 @@ climate_api.register_abm({
climate_api.register_abm({
label = "melt snow covers",
nodenames = { "group:regional_weather_snow_cover" },
interval = 15,
interval = 25,
chance = 10,
catch_up = true,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30
min_heat = 30
},
action = function (pos, node, env)
local node_name = minetest.get_node(pos).name
local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
local value = minetest.get_item_group(node.name, "regional_weather_snow_cover")
if value == nil then value = 0 end
if value > 1 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value - 1) })

View File

@ -7,6 +7,7 @@ if farming ~= nil and farming.mod == "redo" then
nodenames = { "farming:soil" },
interval = 8,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
@ -27,6 +28,7 @@ else
nodenames = { "group:field" },
interval = 8,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,

View File

@ -1,17 +0,0 @@
if not regional_weather.settings.damage then return end
local EFFECT_NAME = "regional_weather:damage"
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local hp = player:get_hp()
for weather, value in pairs(data) do
hp = hp - value
end
player:set_hp(hp, "weather damage")
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.LONG_CYCLE)

View File

@ -1,8 +1,15 @@
--[[
# Lightning Effect
Use this effect to cause lightning strikes.
Requires lightning mod in order to function. Uses default lightning configuration.
Expects an integer indicating a chance (between 0 and 1) for lightning to strike (per cycle and player).
]]
if not minetest.get_modpath("lightning") then return end
if regional_weather.settings.lightning == 0 then return end
local EFFECT_NAME = "regional_weather:lightning"
local LIGHTNING_CHANCE = 20
lightning.auto = false
local rng = PcgRandom(82492402425)
@ -32,8 +39,15 @@ end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local random = rng:next(1, LIGHTNING_CHANCE)
if random == 1 then
local chance = 0
for weather, value in pairs(data) do
if type(value) ~= "number" then
value = 1/20
end
chance = chance + value - (chance * value)
end
local random = math.random()
if random <= chance * regional_weather.settings.lightning then
local player = minetest.get_player_by_name(playername)
local ppos = player:get_pos()
local position = choose_pos(ppos)

View File

@ -1,20 +1,28 @@
--[[
# Player Speed Effect
Use this effect to modify a player's movement speed.
Expects a numeric value that will be multiplied with the current speed physics.
]]
if not regional_weather.settings.player_speed then return end
local EFFECT_NAME = "regional_weather:speed_buff"
local function handle_effect(player_data)
for playername, data in ipairs(player_data) do
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local product = 1
for weather, value in pairs(data) do
product = product * value
end
climate_api.utility.add_physics(EFFECT_NAME, player, "speed", product)
climate_api.player_physics.add(EFFECT_NAME, player, "speed", product)
end
end
local function remove_effect(player_data)
for playername, data in ipairs(player_data) do
local player = minetest.get_player_by_name(playername)
climate_api.utility.remove_physics(EFFECT_NAME, player, "speed")
climate_api.player_physics.remove(EFFECT_NAME, player, "speed")
end
end

View File

@ -1,18 +1,54 @@
local name = "regional_weather:ambient"
local CLOUD_SPEED = 1.8
local conditions = {}
local conditions = {
min_light = 15
}
-- see https://en.wikipedia.org/wiki/Cloud_base
local function calc_cloud_height(heat, humidity, dewpoint)
local base = regional_weather.settings.cloud_height
-- much lower scale like 20 instead of 1000 fitting for Minetest
local scale = regional_weather.settings.cloud_scale
local spread = heat - dewpoint
local variation = spread / 4.4 * scale * 0.3
return base + climate_api.utility.rangelim(variation, -scale, scale)
end
local function generate_effects(params)
local override = {}
--[[override["climate_api:clouds"] = {
size = climate_api.utility.rangelim(params.humidity / 100, 0.25, 0.98),
speed = vector.multiply(params.wind, CLOUD_SPEED)
}]]
local cloud_height = calc_cloud_height(params.heat, params.humidity, params.dewpoint)
local wind = climate_api.environment.get_wind({ x = 0, y = cloud_height, z = 0 })
local skybox = {priority = 10}
skybox.cloud_data = {
density = climate_api.utility.rangelim(params.humidity / 100, 0.15, 0.65),
speed = wind,
thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18),
height = cloud_height,
ambient = "#0f0f1050"
}
if params.height > -100 and params.humidity > 40 then
skybox.cloud_data.color = "#b2a4a4b0"
end
if params.height > -100 and params.humidity > 65 then
skybox.sky_data = {
type = "regular",
clouds = true,
sky_color = {
day_sky = "#6a828e",
day_horizon = "#5c7a8a",
dawn_sky = "#b2b5d7",
dawn_horizon = "#b7bce1",
night_sky = "#2373e1",
night_horizon = "#315d9b"
}
}
skybox.cloud_data.color = "#828e97b5"
skybox.cloud_data.ambient = "#20212250"
end
override["climate_api:skybox"] = skybox
local movement = params.player:get_player_velocity()
local movement_direction
@ -21,8 +57,8 @@ local function generate_effects(params)
else
movement_direction = vector.normalize(movement)
end
local vector_product = vector.dot(movement_direction, params.wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.6, 0.2, 0.8) + 0.2
local vector_product = vector.dot(movement_direction, wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.5, 0.15, 0.9) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
return override
end

View File

@ -1,8 +1,8 @@
local name = "regional_weather:deep_cave"
local conditions = {
max_light = 14,
max_height = -100
max_daylight = minetest.LIGHT_MAX,
max_height = -100
}
local effects = {}
@ -12,9 +12,13 @@ effects["climate_api:skybox"] = {
base_color = { r = 0, g = 0, b = 0 },
clouds = false
},
sun_data = { visible = false },
sun_data = {
visible = false,
sunrise_visible = false
},
moon_data = { visible = false },
stars_data = { visible = false }
star_data = { visible = false },
priority = 100
}
climate_api.register_weather(name, conditions, effects)

38
ca_weathers/fog.lua Normal file
View File

@ -0,0 +1,38 @@
local name = "regional_weather:fog"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 40,
max_humidity = 50,
max_windspeed = 2,
min_heat = 40,
max_heat = 50
}
local effects = {}
effects["climate_api:skybox"] = {
sky_data = {
clouds = true
},
cloud_data = {
density = 1,
color = "#ffffff80",
thickness = 40,
speed = {x=0,y=0,z=0}
},
priority = 50
}
local function generate_effects(params)
local override = {}
override["climate_api:skybox"] = {
cloud_data = {
height = params.player:get_pos().y - 20
}
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)

32
ca_weathers/fog_heavy.lua Normal file
View File

@ -0,0 +1,32 @@
local name = "regional_weather:fog_heavy"
local conditions = {
min_height = regional_weather.settings.min_height * 0.9,
max_height = regional_weather.settings.max_height * 0.9,
min_humidity = 43,
max_humidity = 47,
max_windspeed = 1.5,
min_heat = 43,
max_heat = 47
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_fog.png^[opacity:100",
z_index = -200,
color_correction = true
}
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
base_color = "#c0c0c08f"
},
cloud_data = {
color = "#ffffffc0",
},
priority = 51
}
climate_api.register_weather(name, conditions, effects)

View File

@ -3,33 +3,45 @@ local name = "regional_weather:hail"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
max_heat = 45,
min_humidity = 65,
min_windspeed = 2.5,
min_light = 15
daylight = 15
}
local effects = {}
effects["regional_weather:damage"] = 1
effects["climate_api:damage"] = {
rarity = 15,
value = 3,
check = {
type = "raycast",
height = 7,
velocity = 20
}
}
effects["climate_api:sound"] = {
name = "weather_hail",
gain = 1
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=15,
amount=5,
exptime=0.8,
size=1,
textures = {}
}
effects["regional_weather:lightning"] = 1 / 30
for i = 1,5,1 do
effects["climate_api:particles"].textures[i] = "weather_hail" .. i .. ".png"
local textures = {}
for i = 1,5 do
textures[i] = "weather_hail" .. i .. ".png"
end
effects["climate_api:particles"] = {
boxsize = { x = 18, y = 0, z = 18 },
v_offset = 7,
velocity = 20,
amount = 6,
expirationtime = 0.7,
texture = textures,
glow = 5
}
climate_api.register_weather(name, conditions, effects)

View File

@ -7,19 +7,42 @@ local conditions = {
min_humidity = 30,
max_humidity = 40,
max_windspeed = 2,
min_light = 15
daylight = 15,
has_biome = {
"default",
"deciduous_forest",
"deciduous_forest_ocean",
"deciduous_forest_shore",
"grassland",
"grassland_dunes",
"grassland_ocean",
"snowy_grassland",
"snowy_grassland_ocean",
"grassy",
"grassy_ocean",
"grassytwo",
"grassytwo_ocean",
"mushroom",
"mushroom_ocean",
"plains",
"plains_ocean",
"sakura",
"sakura_ocean"
}
}
local effects = {}
effects["climate_api:particles"] = {
min_pos = {x=-12, y=-4, z=-12},
max_pos = {x= 12, y= 1, z= 12},
falling_speed=-0.1,
amount=1,
exptime=5,
size=0.8,
texture="weather_pollen.png"
boxsize = { x = 24, y = 0, z = 24 },
vbox = 5,
v_offset = -1,
velocity = -0.1,
acceleration = -0.03,
expirationtime = 5,
size = 0.8,
texture = "weather_pollen.png",
glow = 2
}
climate_api.register_weather(name, conditions, effects)

View File

@ -3,41 +3,29 @@ local name = "regional_weather:rain"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
min_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:sound"] = {
name = "weather_rain"
name = "weather_rain",
gain = 1.5
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
exptime=0.8,
size=1,
texture = "weather_raindrop.png"
boxsize = { x = 18, y = 2, z = 18 },
v_offset = 6,
expirationtime = 1.6,
size = 2,
amount = 15,
velocity = 6,
acceleration = 0.05,
texture = "weather_raindrop.png",
glow = 5
}
local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
}
override["climate_api:particles"] = {
amount = 20 * math.min(intensity, 1.5),
falling_speed = 10 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)
climate_api.register_weather(name, conditions, effects)

View File

@ -5,24 +5,39 @@ local conditions = {
max_height = regional_weather.settings.max_height,
min_heat = 40,
min_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:sound"] = {
name = "weather_rain",
name = "weather_rain_heavy",
gain = 1
}
effects["regional_weather:lightning"] = 1 / 20
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=10,
amount=20,
exptime=0.8,
size=25,
texture="weather_rain.png"
boxsize = { x = 18, y = 0, z = 18 },
v_offset = 7,
velocity = 7,
amount = 17,
expirationtime = 1.2,
minsize = 25,
maxsize = 35,
texture = {
"weather_rain.png",
"weather_rain.png",
"weather_rain_medium.png"
},
glow = 5
}
climate_api.register_weather(name, conditions, effects)

View File

@ -5,25 +5,83 @@ local conditions = {
max_height = regional_weather.settings.max_height,
min_heat = 50,
max_humidity = 25,
min_windspeed = 6,
min_light = 15
min_windspeed = 4.5,
has_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_sand.png",
z_index = -100
z_index = -100,
color_correction = true
}
effects["climate_api:damage"] = {
rarity = 3,
value = 1,
check = {
type = "raycast",
height = 0,
velocity = 0.3
}
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=-5, z=-9},
max_pos = {x= 9, y= 5, z= 9},
falling_speed=1,
amount=40,
exptime=0.8,
size=15,
texture="weather_sand.png"
boxsize = { x = 8, y = 4.5, z = 8 },
velocity = 0.6,
acceleration = -0.2,
amount = 12,
expirationtime = 0.7,
size = 25,
texture = {
"weather_sandstorm.png",
"weather_sandstorm.png^[transformFY",
"weather_sandstorm.png^[transformR180",
"weather_sandstorm.png^[transformFYR180"
}
}
climate_api.register_weather(name, conditions, effects)
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
clouds = true,
},
cloud_data = {
density = 1,
color = "#f7e4bfc0",
thickness = 40,
speed = {x=0,y=0,z=0}
},
priority = 60
}
local function generate_effects(params)
local override = {}
local light = math.max(params.light / 15, 0.2)
local color = {r = 247 * light, g = 228 * light, b = 191 * light, a = 256}
override["climate_api:skybox"] = {
sky_data = {
base_color = color
},
cloud_data = {
height = params.player:get_pos().y - 20
}
}
override = climate_api.utility.merge_tables(effects, override)
if params.daylight < 15 then
local result = {}
result["climate_api:skybox"] = override["climate_api:skybox"]
return result
end
return override
end
climate_api.register_weather(name, conditions, generate_effects)

View File

@ -3,37 +3,28 @@ local name = "regional_weather:snow"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 40,
max_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
local textures = {}
for i = 1,12,1 do
textures[i] = "weather_snowflake" .. i .. ".png"
end
effects["climate_api:particles"] = {
min_pos = {x=-20, y= 3, z=-20},
max_pos = {x= 20, y=12, z= 20},
exptime=8,
size=1,
textures = {}
boxsize = { x = 24, y = 6, z = 24 },
v_offset = 2,
amount = 4,
expirationtime = 7,
velocity = 0.85,
acceleration = -0.06,
texture = textures,
glow = 6
}
for i = 1,12,1 do
effects["climate_api:particles"].textures[i] = "weather_snowflake" .. i .. ".png"
end
local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:particles"] = {
amount = 50 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)
climate_api.register_weather(name, conditions, effects)

View File

@ -5,51 +5,33 @@ local conditions = {
max_height = regional_weather.settings.max_height,
max_heat = 30,
min_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_ice.png",
z_index = -100
file = "weather_hud_frost.png",
z_index = -100,
color_correction = true
}
effects["climate_api:particles"] = {
min_pos = {x=-8, y=3, z=-8},
max_pos = {x= 8, y=6, z= 8},
exptime=6,
size=12,
texture="weather_snow.png"
boxsize = { x = 14, y = 3, z = 14 },
v_offset = 3,
expirationtime = 7.5,
size = 15,
amount = 6,
velocity = 0.75,
texture = "weather_snow.png",
glow = 6
}
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
base_color = {r=106, g=130, b=142},
clouds = true
},
cloud_data = {
size = 0.98,
speed = {x = 4, y = 0, z = -1.3}
}
}
local function generate_effects(params)
local avg_humidity = 55
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
}
override["climate_api:particles"] = {
amount = 8 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)
climate_api.register_weather(name, conditions, effects)

View File

@ -4,7 +4,7 @@ local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_windspeed = 3,
min_light = 15
daylight = 15
}
local effects = {}

View File

@ -1,31 +1,50 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local function get_setting_bool(name, default)
local value = minetest.settings:get_bool("regional_weather_" .. name)
local function get_setting_bool(name, default, is_global)
local prefix = ""
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get_bool(prefix .. name)
if type(value) == "nil" then value = default end
return minetest.is_yes(value)
end
local function get_setting_number(name, default)
local value = minetest.settings:get("regional_weather_" .. name)
local function get_setting_number(name, default, is_global)
local prefix = ""
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get(prefix .. name)
if type(value) == "nil" then value = default end
return tonumber(value)
end
regional_weather = {}
regional_weather.settings = {}
regional_weather.settings.damage = get_setting_bool("damage", true)
regional_weather.settings.snow = get_setting_bool("snow_layers", true)
regional_weather.settings.puddles = get_setting_bool("puddles", true)
regional_weather.settings.soil = get_setting_bool("soil", true)
regional_weather.settings.fire = get_setting_bool("fire", true)
regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.min_height = get_setting_number("min_height", -50)
regional_weather.settings.player_speed = get_setting_bool("player_speed", true)
regional_weather.settings.snow = get_setting_bool("snow_layers", true)
regional_weather.settings.puddles = get_setting_bool("puddles", true)
regional_weather.settings.puddles_water = get_setting_bool("puddles_water", true)
regional_weather.settings.soil = get_setting_bool("soil", true)
regional_weather.settings.fire = get_setting_bool("fire", true)
regional_weather.settings.ice = get_setting_bool("ice", true)
regional_weather.settings.pedology = get_setting_bool("pedology", true)
regional_weather.settings.lightning = get_setting_number("lightning", 1)
regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.min_height = get_setting_number("min_height", -50)
regional_weather.settings.cloud_height = get_setting_number("cloud_height", 120)
regional_weather.settings.cloud_scale = get_setting_number("cloud_scale", 40)
-- warn about clouds being overriden by MTG weather
if climate_mod.settings.skybox
and minetest.get_modpath("weather")
and get_setting_bool("enable_weather", true, true) then
minetest.log("warning", "[Regional Weather] Disable MTG weather for the best experience")
end
-- import individual weather types
dofile(modpath.."/ca_weathers/ambient.lua")
dofile(modpath.."/ca_weathers/deep_cave.lua")
dofile(modpath.."/ca_weathers/fog.lua")
dofile(modpath.."/ca_weathers/fog_heavy.lua")
dofile(modpath.."/ca_weathers/hail.lua")
dofile(modpath.."/ca_weathers/pollen.lua")
dofile(modpath.."/ca_weathers/rain.lua")
@ -36,7 +55,6 @@ dofile(modpath.."/ca_weathers/snow_heavy.lua")
dofile(modpath.."/ca_weathers/storm.lua")
-- register environment effects
dofile(modpath.."/ca_effects/damage.lua")
dofile(modpath.."/ca_effects/lightning.lua")
dofile(modpath.."/ca_effects/speed_buff.lua")
@ -44,4 +62,6 @@ dofile(modpath.."/ca_effects/speed_buff.lua")
dofile(modpath .. "/abms/puddle.lua")
dofile(modpath .. "/abms/snow_cover.lua")
dofile(modpath .. "/abms/fire.lua")
dofile(modpath .. "/abms/soil.lua")
dofile(modpath .. "/abms/ice.lua")
dofile(modpath .. "/abms/pedology.lua")
dofile(modpath .. "/abms/soil.lua")

View File

@ -1,9 +1,9 @@
name = regional_weather
title = Regional Weather
author = TestificateMods
release = 1
depends = default, climate_api
optional_depends = lightning, farming
release = 100000
depends = climate_api
optional_depends = default, lightning, farming, fire, pedology
description = """
Not every biome is the same and neither should their weather be.
Regional Weather controls it's effects with the local climate in mind.

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@ -1,7 +1,46 @@
regional_weather_damage (Storms and hail cause damage to players) bool true
regional_weather_snow_layers (Place snow layers on ground) bool true
regional_weather_puddles (Place rain puddles on ground) bool true
regional_weather_soil (Turn farmland wet during rain) bool true
regional_weather_fire (Extinguish fire during rain) bool true
[Features]
# If set to true, wind will boost or penalize player movements based on direction.
regional_weather_player_speed (Change movement speed based on wind) bool true
# If set to true, snow layers will stack up during snowy weather.
regional_weather_snow_layers (Place snow layers) bool true
# If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
# This process does not affect regular ice blocks because it adds its own temporary ones.
regional_weather_ice (Freeze river water) bool true
# If set to true, water puddles will form during rain or when snow layers have melted.
regional_weather_puddles (Place rain puddles) bool true
# If set to true, puddles will be marked as water and hydrate farmland.
regional_weather_puddles_water (Hydrate farmland near puddles) bool true
# If set to true, rain will cause dry farmland to turn wet.
regional_weather_soil (Hydrate farmland during rain) bool true
# If set to true, fires will be extinguished during rain showers.
regional_weather_fire (Extinguish fire) bool true
# If set to true, rain will wetten or dry nodes from pedology mod.
regional_weather_pedology (Wetten pedology nodes) bool true
# Multiplier for lightning strike chances
# Requires lightning mod to be installed
regional_weather_lightning (Lightning chance modifier) float 1 0 20
[World Configuration]
# No visual effects will be applied below this height.
# This will prevent unwanted visuals within large underground caves.
regional_weather_min_height (Minimum height of weather effects) int -50
# No visual effects will be applied above this height.
# This value defaults to normal cloud height (120 nodes above sea level).
regional_weather_max_height (Maximum height of weather effects) int 120
regional_weather_min_height (Minimum height of weather effects) int -50
# Average height of cloud bases
regional_weather_cloud_height (Cloud height) int 120
# Maxmial variation of cloud height from base value
regional_weather_cloud_scale (Cloud height variation) int 40

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