forked from mtcontrib/weather_pack
Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev
This commit is contained in:
commit
00b36224ed
@ -4,8 +4,8 @@ Weather mod for Minetest (http://minetest.net/)
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Feedback and Improvements
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-----------------------
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* See newest version at https://github.com/xeranas/weather_pack
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* Register bugs at https://github.com/xeranas/weather_pack/issues
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* See newest version at https://gitlab.com/zombiebot/weather_pack
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* Register bugs at https://gitlab.com/zombiebot/weather_pack/issues
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* Questions / Discussion at https://forum.minetest.net/viewtopic.php?p=215869
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Weathers included
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21
init.lua
21
init.lua
@ -2,25 +2,32 @@ local modpath = minetest.get_modpath("weather_pack");
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-- If skylayer mod not located then embeded version will be loaded.
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if minetest.get_modpath("skylayer") == nil then
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dofile(modpath.."/embedded_sky_layer_api.lua")
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dofile(modpath.."/lib_sky_layer_api.lua")
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end
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-- If happy_weather_api mod not located then embeded version will be loaded.
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if minetest.get_modpath("happy_weather_api") == nil then
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dofile(modpath.."/embedded_happy_weather_api.lua")
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dofile(modpath.."/lib_happy_weather_api.lua")
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dofile(modpath.."/commands.lua")
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end
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legacy_MT_version = false
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if minetest.get_humidity == nil then
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minetest.log("warning", "MOD [weather_pack]: Old Minetest version detected, some mod features will not work.")
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legacy_MT_version = true
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end
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-- Happy Weather utilities
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dofile(modpath.."/utils.lua")
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dofile(modpath.."/light_rain.lua")
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dofile(modpath.."/rain.lua")
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dofile(modpath.."/heavy_rain.lua")
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dofile(modpath.."/snow.lua")
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dofile(modpath.."/weathers/light_rain.lua")
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dofile(modpath.."/weathers/rain.lua")
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dofile(modpath.."/weathers/heavy_rain.lua")
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dofile(modpath.."/weathers/snow.lua")
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dofile(modpath.."/weathers/snowstorm.lua")
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if minetest.get_modpath("lightning") ~= nil then
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dofile(modpath.."/thunder.lua")
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dofile(modpath.."/weathers/thunder.lua")
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-- Turn off lightning mod 'auto mode'
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lightning.auto = false
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@ -11,6 +11,7 @@ happy_weather = {}
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-- Local variables which helps organize active and deactive weahers
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local registered_weathers = {}
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local active_weathers = {}
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local meta_plawpos = {} -- meta about Player Last Active Weaher Position
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------------------------------------
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-- Local helper / utility methods --
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@ -79,6 +80,44 @@ local is_player_affected = function(affected_players, player_name)
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end
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end
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local remove_meta_plawpos = function(weather_code, player_name)
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if #meta_plawpos == 0 then
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return
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end
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for k, meta_ in ipairs(meta_plawpos) do
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if (meta_.name == player_name and meta_.code == weather_code) then
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table.remove(meta_plawpos, k)
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end
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end
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end
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local add_meta_plawpos = function(weather_code, player)
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local meta = {}
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meta.code = weather_code
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meta.pos = player:getpos()
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meta.name = player:get_player_name()
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remove_meta_plawpos(weather_code, player:get_player_name())
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table.insert(meta_plawpos, meta)
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end
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local get_meta_plawpos = function(weather_code, player_name)
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if #meta_plawpos == 0 then
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return nil
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end
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for k, meta_ in ipairs(meta_plawpos) do
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if (meta_.name == player_name and meta_.code == weather_code) then
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return meta_.pos
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end
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end
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return nil
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end
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---------------------------
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-- Weather API functions --
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---------------------------
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@ -179,7 +218,7 @@ local weather_remove_player = function(weather_obj, player)
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weather_obj.remove_player(player)
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end
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-- Weather remove_player method nil-safe wrapper
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-- Weather in_area method nil-safe wrapper
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local weather_in_area = function(weather_obj, position)
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if weather_obj.in_area == nil then
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return true
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@ -224,14 +263,36 @@ local prepare_starting = function(weather_obj)
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add_active_weather(weather_obj)
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end
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local MAX_DISTANCE_FROM_WEATHER = 35
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-- This function aims to remove weather flickering effect when player walks on biome edge.
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-- To accomlish that extra distance is applied before removing player from weather affection.
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local is_outside_recent_weather = function(weather_code, player)
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local pos = get_meta_plawpos(weather_code, player:get_player_name())
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if pos == nil then
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return false
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end
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local ppos = player:getpos()
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local d = ((ppos.x - pos.x)^2 + (ppos.y - pos.y)^2 + (ppos.z - pos.z)^2)^0.5
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return MAX_DISTANCE_FROM_WEATHER - d < 0
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end
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-- While still active weather can or can not affect players based on area they are
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local render_if_in_area = function(weather_obj, dtime, player)
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if is_player_affected(weather_obj.affected_players, player:get_player_name()) then
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if weather_in_area(weather_obj, player:getpos()) then
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weather_render(weather_obj, dtime, player)
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add_meta_plawpos(weather_obj.code, player)
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else
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weather_remove_player(weather_obj, player)
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remove_player(weather_obj.affected_players, player:get_player_name())
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if (is_outside_recent_weather(weather_obj.code, player)) then
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weather_remove_player(weather_obj, player)
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remove_player(weather_obj.affected_players, player:get_player_name())
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-- render weather until player will be completely outside weather range
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else
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weather_render(weather_obj, dtime, player)
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end
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end
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else
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if weather_in_area(weather_obj, player:getpos()) then
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@ -265,7 +326,7 @@ minetest.register_globalstep(function(dtime)
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-- Loop through connected players
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for ii, player in ipairs(minetest.get_connected_players()) do
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-- Weaher is active checking if it about to end
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if weather_.active then
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if weather_is_ending(weather_, dtime) or deactivate_weather then
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@ -280,7 +341,7 @@ minetest.register_globalstep(function(dtime)
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-- Weaher is not active checking if it about to start
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else
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if weather_.is_starting(dtime, player:getpos()) then
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if weather_is_starting(weather_, dtime, player:getpos()) then
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activate_weather = true
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end
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end
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BIN
sounds/happy_weather_snowstorm.ogg
Normal file
BIN
sounds/happy_weather_snowstorm.ogg
Normal file
Binary file not shown.
BIN
textures/happy_weather_snowstorm.png
Normal file
BIN
textures/happy_weather_snowstorm.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 97 KiB |
88
utils.lua
88
utils.lua
@ -77,80 +77,29 @@ hw_utils.get_random_pos = function(player, offset)
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return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
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end
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local np_temp = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 5349,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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}
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local np_humid = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 842,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0
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}
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local np_biome_v6 = {
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offset = 0,
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scale = 1.0,
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spread = {x = 500.0, y = 500.0, z = 500.0},
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seed = 9130,
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octaves = 3,
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persist = 0.50,
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lacunarity = 2.0
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}
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local np_humidity_v6 = {
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offset = 0.5,
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scale = 0.5,
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spread = {x = 500.0, y = 500.0, z = 500.0},
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seed = 72384,
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octaves = 4,
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persist = 0.66,
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lacunarity = 2.0
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}
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local is_biome_frozen = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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if legacy_MT_version then
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return false;
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end
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local heat = minetest.get_heat(position)
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-- below 35 heat biome considered to be frozen type
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return noise_temp < 35
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return heat < 35
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end
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hw_utils.is_biome_frozen = function(position)
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if mg_name == "v6" then
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return false -- v6 not supported yet.
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return false -- v6 not supported.
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end
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return is_biome_frozen(position)
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end
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local is_biome_dry_v6 = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_biome_v6)
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local noise_biome = noise_obj:get2d({x = posx, y = posz})
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-- TODO futher investigation needed towards on biome check for v6 mapgen
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return noise_biome > 0.45
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end
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local is_biome_dry = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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-- below 50 humid biome considered to be dry type (at least by this mod)
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return noise_humid < 50
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if legacy_MT_version then
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return false;
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end
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local humidity = minetest.get_humidity(position)
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local heat = minetest.get_heat(position)
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return humidity < 50 and heat > 65
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end
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hw_utils.is_biome_dry = function(position)
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@ -161,15 +110,14 @@ hw_utils.is_biome_dry = function(position)
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end
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local is_biome_tropic = function(position)
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local posx = math.floor(position.x)
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local posz = math.floor(position.z)
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local noise_obj = minetest.get_perlin(np_humid)
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local noise_humid = noise_obj:get2d({x = posx, y = posz})
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noise_obj = minetest.get_perlin(np_temp)
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local noise_temp = noise_obj:get2d({x = posx, y = posz})
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if legacy_MT_version then
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return false;
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end
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local humidity = minetest.get_humidity(position)
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local heat = minetest.get_heat(position)
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-- humid and temp values are taked by testing flying around world (not sure actually)
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return noise_humid > 55 and noise_temp > 80
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return humidity > 55 and heat > 70
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end
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hw_utils.is_biome_tropic = function(position)
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|
203
weathers/snowstorm.lua
Normal file
203
weathers/snowstorm.lua
Normal file
@ -0,0 +1,203 @@
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----------------------------
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-- Happy Weather: Snowfall
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-- License: MIT
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||||
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||||
-- Credits: xeranas
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||||
----------------------------
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local snowstorm = {}
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-- Weather identification code
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snowstorm.code = "snowstorm"
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snowstorm.last_check = 0
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snowstorm.check_interval = 300
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snowstorm.chance = 0.05
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-- Keeps sound handler references
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local sound_handlers = {}
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-- Manual triggers flags
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||||
local manual_trigger_start = false
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local manual_trigger_end = false
|
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-- Skycolor layer id
|
||||
local SKYCOLOR_LAYER = "happy_weather_snowstorm_sky"
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||||
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||||
local set_weather_sound = function(player)
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||||
return minetest.sound_play("happy_weather_snowstorm", {
|
||||
object = player,
|
||||
max_hear_distance = 2,
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||||
loop = true,
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||||
})
|
||||
end
|
||||
|
||||
local remove_weather_sound = function(player)
|
||||
local sound = sound_handlers[player:get_player_name()]
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||||
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)
|
||||
|
Loading…
Reference in New Issue
Block a user