Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev

This commit is contained in:
Sys Quatre 2020-05-09 00:15:37 +02:00
commit 00b36224ed
13 changed files with 303 additions and 84 deletions

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@ -4,8 +4,8 @@ Weather mod for Minetest (http://minetest.net/)
Feedback and Improvements Feedback and Improvements
----------------------- -----------------------
* See newest version at https://github.com/xeranas/weather_pack * See newest version at https://gitlab.com/zombiebot/weather_pack
* Register bugs at https://github.com/xeranas/weather_pack/issues * Register bugs at https://gitlab.com/zombiebot/weather_pack/issues
* Questions / Discussion at https://forum.minetest.net/viewtopic.php?p=215869 * Questions / Discussion at https://forum.minetest.net/viewtopic.php?p=215869
Weathers included Weathers included

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@ -2,25 +2,32 @@ local modpath = minetest.get_modpath("weather_pack");
-- If skylayer mod not located then embeded version will be loaded. -- If skylayer mod not located then embeded version will be loaded.
if minetest.get_modpath("skylayer") == nil then if minetest.get_modpath("skylayer") == nil then
dofile(modpath.."/embedded_sky_layer_api.lua") dofile(modpath.."/lib_sky_layer_api.lua")
end end
-- If happy_weather_api mod not located then embeded version will be loaded. -- If happy_weather_api mod not located then embeded version will be loaded.
if minetest.get_modpath("happy_weather_api") == nil then if minetest.get_modpath("happy_weather_api") == nil then
dofile(modpath.."/embedded_happy_weather_api.lua") dofile(modpath.."/lib_happy_weather_api.lua")
dofile(modpath.."/commands.lua") dofile(modpath.."/commands.lua")
end end
legacy_MT_version = false
if minetest.get_humidity == nil then
minetest.log("warning", "MOD [weather_pack]: Old Minetest version detected, some mod features will not work.")
legacy_MT_version = true
end
-- Happy Weather utilities -- Happy Weather utilities
dofile(modpath.."/utils.lua") dofile(modpath.."/utils.lua")
dofile(modpath.."/light_rain.lua") dofile(modpath.."/weathers/light_rain.lua")
dofile(modpath.."/rain.lua") dofile(modpath.."/weathers/rain.lua")
dofile(modpath.."/heavy_rain.lua") dofile(modpath.."/weathers/heavy_rain.lua")
dofile(modpath.."/snow.lua") dofile(modpath.."/weathers/snow.lua")
dofile(modpath.."/weathers/snowstorm.lua")
if minetest.get_modpath("lightning") ~= nil then if minetest.get_modpath("lightning") ~= nil then
dofile(modpath.."/thunder.lua") dofile(modpath.."/weathers/thunder.lua")
-- Turn off lightning mod 'auto mode' -- Turn off lightning mod 'auto mode'
lightning.auto = false lightning.auto = false

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@ -11,6 +11,7 @@ happy_weather = {}
-- Local variables which helps organize active and deactive weahers -- Local variables which helps organize active and deactive weahers
local registered_weathers = {} local registered_weathers = {}
local active_weathers = {} local active_weathers = {}
local meta_plawpos = {} -- meta about Player Last Active Weaher Position
------------------------------------ ------------------------------------
-- Local helper / utility methods -- -- Local helper / utility methods --
@ -79,6 +80,44 @@ local is_player_affected = function(affected_players, player_name)
end end
end end
local remove_meta_plawpos = function(weather_code, player_name)
if #meta_plawpos == 0 then
return
end
for k, meta_ in ipairs(meta_plawpos) do
if (meta_.name == player_name and meta_.code == weather_code) then
table.remove(meta_plawpos, k)
end
end
end
local add_meta_plawpos = function(weather_code, player)
local meta = {}
meta.code = weather_code
meta.pos = player:getpos()
meta.name = player:get_player_name()
remove_meta_plawpos(weather_code, player:get_player_name())
table.insert(meta_plawpos, meta)
end
local get_meta_plawpos = function(weather_code, player_name)
if #meta_plawpos == 0 then
return nil
end
for k, meta_ in ipairs(meta_plawpos) do
if (meta_.name == player_name and meta_.code == weather_code) then
return meta_.pos
end
end
return nil
end
--------------------------- ---------------------------
-- Weather API functions -- -- Weather API functions --
--------------------------- ---------------------------
@ -179,7 +218,7 @@ local weather_remove_player = function(weather_obj, player)
weather_obj.remove_player(player) weather_obj.remove_player(player)
end end
-- Weather remove_player method nil-safe wrapper -- Weather in_area method nil-safe wrapper
local weather_in_area = function(weather_obj, position) local weather_in_area = function(weather_obj, position)
if weather_obj.in_area == nil then if weather_obj.in_area == nil then
return true return true
@ -224,14 +263,36 @@ local prepare_starting = function(weather_obj)
add_active_weather(weather_obj) add_active_weather(weather_obj)
end end
local MAX_DISTANCE_FROM_WEATHER = 35
-- This function aims to remove weather flickering effect when player walks on biome edge.
-- To accomlish that extra distance is applied before removing player from weather affection.
local is_outside_recent_weather = function(weather_code, player)
local pos = get_meta_plawpos(weather_code, player:get_player_name())
if pos == nil then
return false
end
local ppos = player:getpos()
local d = ((ppos.x - pos.x)^2 + (ppos.y - pos.y)^2 + (ppos.z - pos.z)^2)^0.5
return MAX_DISTANCE_FROM_WEATHER - d < 0
end
-- While still active weather can or can not affect players based on area they are -- 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) local render_if_in_area = function(weather_obj, dtime, player)
if is_player_affected(weather_obj.affected_players, player:get_player_name()) then if is_player_affected(weather_obj.affected_players, player:get_player_name()) then
if weather_in_area(weather_obj, player:getpos()) then if weather_in_area(weather_obj, player:getpos()) then
weather_render(weather_obj, dtime, player) weather_render(weather_obj, dtime, player)
add_meta_plawpos(weather_obj.code, player)
else else
weather_remove_player(weather_obj, player) if (is_outside_recent_weather(weather_obj.code, player)) then
remove_player(weather_obj.affected_players, player:get_player_name()) weather_remove_player(weather_obj, player)
remove_player(weather_obj.affected_players, player:get_player_name())
-- render weather until player will be completely outside weather range
else
weather_render(weather_obj, dtime, player)
end
end end
else else
if weather_in_area(weather_obj, player:getpos()) then if weather_in_area(weather_obj, player:getpos()) then
@ -280,7 +341,7 @@ minetest.register_globalstep(function(dtime)
-- Weaher is not active checking if it about to start -- Weaher is not active checking if it about to start
else else
if weather_.is_starting(dtime, player:getpos()) then if weather_is_starting(weather_, dtime, player:getpos()) then
activate_weather = true activate_weather = true
end end
end end

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@ -77,80 +77,29 @@ hw_utils.get_random_pos = function(player, offset)
return {x=random_pos_x, y=random_pos_y, z=random_pos_z} return {x=random_pos_x, y=random_pos_y, z=random_pos_z}
end end
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
}
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0
}
local np_biome_v6 = {
offset = 0,
scale = 1.0,
spread = {x = 500.0, y = 500.0, z = 500.0},
seed = 9130,
octaves = 3,
persist = 0.50,
lacunarity = 2.0
}
local np_humidity_v6 = {
offset = 0.5,
scale = 0.5,
spread = {x = 500.0, y = 500.0, z = 500.0},
seed = 72384,
octaves = 4,
persist = 0.66,
lacunarity = 2.0
}
local is_biome_frozen = function(position) local is_biome_frozen = function(position)
local posx = math.floor(position.x) if legacy_MT_version then
local posz = math.floor(position.z) return false;
local noise_obj = minetest.get_perlin(np_temp) end
local noise_temp = noise_obj:get2d({x = posx, y = posz}) local heat = minetest.get_heat(position)
-- below 35 heat biome considered to be frozen type -- below 35 heat biome considered to be frozen type
return noise_temp < 35 return heat < 35
end end
hw_utils.is_biome_frozen = function(position) hw_utils.is_biome_frozen = function(position)
if mg_name == "v6" then if mg_name == "v6" then
return false -- v6 not supported yet. return false -- v6 not supported.
end end
return is_biome_frozen(position) return is_biome_frozen(position)
end end
local is_biome_dry_v6 = function(position)
local posx = math.floor(position.x)
local posz = math.floor(position.z)
local noise_obj = minetest.get_perlin(np_biome_v6)
local noise_biome = noise_obj:get2d({x = posx, y = posz})
-- TODO futher investigation needed towards on biome check for v6 mapgen
return noise_biome > 0.45
end
local is_biome_dry = function(position) local is_biome_dry = function(position)
local posx = math.floor(position.x) if legacy_MT_version then
local posz = math.floor(position.z) return false;
local noise_obj = minetest.get_perlin(np_humid) end
local noise_humid = noise_obj:get2d({x = posx, y = posz}) local humidity = minetest.get_humidity(position)
local heat = minetest.get_heat(position)
-- below 50 humid biome considered to be dry type (at least by this mod) return humidity < 50 and heat > 65
return noise_humid < 50
end end
hw_utils.is_biome_dry = function(position) hw_utils.is_biome_dry = function(position)
@ -161,15 +110,14 @@ hw_utils.is_biome_dry = function(position)
end end
local is_biome_tropic = function(position) local is_biome_tropic = function(position)
local posx = math.floor(position.x) if legacy_MT_version then
local posz = math.floor(position.z) return false;
local noise_obj = minetest.get_perlin(np_humid) end
local noise_humid = noise_obj:get2d({x = posx, y = posz}) local humidity = minetest.get_humidity(position)
noise_obj = minetest.get_perlin(np_temp) local heat = minetest.get_heat(position)
local noise_temp = noise_obj:get2d({x = posx, y = posz})
-- humid and temp values are taked by testing flying around world (not sure actually) -- humid and temp values are taked by testing flying around world (not sure actually)
return noise_humid > 55 and noise_temp > 80 return humidity > 55 and heat > 70
end end
hw_utils.is_biome_tropic = function(position) hw_utils.is_biome_tropic = function(position)

203
weathers/snowstorm.lua Normal file
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@ -0,0 +1,203 @@
----------------------------
-- Happy Weather: Snowfall
-- License: MIT
-- Credits: xeranas
----------------------------
local snowstorm = {}
-- Weather identification code
snowstorm.code = "snowstorm"
snowstorm.last_check = 0
snowstorm.check_interval = 300
snowstorm.chance = 0.05
-- Keeps sound handler references
local sound_handlers = {}
-- Manual triggers flags
local manual_trigger_start = false
local manual_trigger_end = false
-- Skycolor layer id
local SKYCOLOR_LAYER = "happy_weather_snowstorm_sky"
local set_weather_sound = function(player)
return minetest.sound_play("happy_weather_snowstorm", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
local remove_weather_sound = function(player)
local sound = sound_handlers[player:get_player_name()]
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)