weather_pack/embedded_happy_weather_api.lua

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---------------------------
-- Happy Weather API
-- License: MIT
-- Credits: xeranas
---------------------------
-- Main object which will be used in Weather API lifecycle
happy_weather = {}
-- Local variables which helps organize active and deactive weahers
local registered_weathers = {}
local active_weathers = {}
---------------------------
-- Weather API functions --
---------------------------
-- Adds weather to register_weathers table
happy_weather.register_weather = function(weather_obj)
table.insert(registered_weathers, weather_obj)
end
-- Returns true if weather is active right now, false otherwise
happy_weather.is_weather_active = function(weather_code)
if #active_weathers == 0 then
return false
end
for k, weather_ in ipairs(active_weathers) do
if weather_.code == weather_code then
return true
end
end
return false
end
-- Requests weaher to start
happy_weather.request_to_start = function(weather_code, position)
if #registered_weathers == 0 then
return
end
for k, weather_ in ipairs(registered_weathers) do
if weather_.code == weather_code and weather_.start ~= nil then
weather_.start(position)
return
end
end
end
-- Requests weaher to end
happy_weather.request_to_end = function(weather_code)
if #active_weathers == 0 then
return
end
for k, weather_ in ipairs(active_weathers) do
if weather_.code == weather_code and weather_.stop ~= nil then
weather_.stop()
return
end
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)
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
end
end
-----------------------------------------------------------------------------
-- Weather object callback wrappers to avoid issues from undefined methods --
-----------------------------------------------------------------------------
-- Weather is_starting method nil-safe wrapper
local weather_is_starting = function(weather_obj, dtime, position)
if weather_obj.is_starting == nil then
return false
end
return weather_obj.is_starting(dtime, position)
end
-- Weather is_starting method nil-safe wrapper
local weather_is_ending = function(weather_obj, dtime)
if weather_obj.is_ending == nil then
return false
end
return weather_obj.is_ending(dtime)
end
-- Weather add_player method nil-safe wrapper
local weather_add_player = function(weather_obj, player)
if weather_obj.add_player == nil then
return
end
weather_obj.add_player(player)
end
-- Weather remove_player method nil-safe wrapper
local weather_remove_player = function(weather_obj, player)
if weather_obj.remove_player == nil then
return
end
weather_obj.remove_player(player)
end
-- Weather remove_player method nil-safe wrapper
local weather_in_area = function(weather_obj, position)
if weather_obj.in_area == nil then
return true
end
return weather_obj.in_area(position)
end
-- Weather render method nil-safe wrapper
local weather_render = function(weather_obj, dtime, player)
if weather_obj.render == nil then
return
end
weather_obj.render(dtime, player)
end
-- Weather start method nil-safe wrapper
local weather_start = function(weather_obj, player)
if weather_obj.start == nil then
return
end
weather_obj.start(player)
end
-- Weather stop method nil-safe wrapper
local weather_stop = function(weather_obj, player)
if weather_obj.stop == nil then
return
end
weather_obj.stop(player)
end
-- Perform clean-up callbacks calls sets flags upon weaher end
local prepare_ending = function(weather_obj)
weather_obj.active = false
remove_active_weather(weather_obj.code)
end
-- Perform weather setup for certain player
local prepare_starting = function(weather_obj)
weather_obj.active = true
weather_obj.affected_players = {}
add_active_weather(weather_obj)
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)
else
weather_remove_player(weather_obj, player)
remove_player(weather_obj.affected_players, player:get_player_name())
end
else
if weather_in_area(weather_obj, player:getpos()) then
add_player(weather_obj.affected_players, player)
weather_add_player(weather_obj, player)
end
end
end
--------------------------
-- Global step function --
--------------------------
minetest.register_globalstep(function(dtime)
if #registered_weathers == 0 then
-- no registered weathers, do nothing.
return
end
if #minetest.get_connected_players() == 0 then
-- no actual players, do nothing.
return
end
-- Loop through registered weathers
for i, weather_ in ipairs(registered_weathers) do
local deactivate_weather = false
local activate_weather = false
-- 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
weather_remove_player(weather_, player)
remove_player(weather_.affected_players, player:get_player_name())
deactivate_weather = true -- should remain true until all players will be removed from weather
-- Weather still active updating it
else
render_if_in_area(weather_, dtime, player)
end
-- Weaher is not active checking if it about to start
else
if weather_.is_starting(dtime, player:getpos()) then
activate_weather = true
end
end
end
if deactivate_weather then
prepare_ending(weather_)
end
if activate_weather then
prepare_starting(weather_)
end
end
end)