refactor: moved weather files to separate dir

This commit is contained in:
Arturas Norkus
2019-07-14 13:11:14 +03:00
parent 5e4a9a46cb
commit 9bb9a6cecb
9 changed files with 30 additions and 25 deletions

211
weathers/heavy_rain.lua Normal file
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------------------------------
-- Happy Weather: Heavy Rain
-- License: MIT
-- Credits: xeranas
------------------------------
local heavy_rain = {}
heavy_rain.last_check = 0
heavy_rain.check_interval = 200
-- Weather identification code
heavy_rain.code = "heavy_rain"
-- 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_heavy_rain_sky"
heavy_rain.is_starting = function(dtime, position)
if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
heavy_rain.last_check = os.time()
local heavy_rain_chance = 0.06
if hw_utils.is_biome_tropic(position) then
heavy_rain_chance = 0.4
end
if math.random() < heavy_rain_chance then
happy_weather.request_to_end("light_rain")
happy_weather.request_to_end("rain")
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
heavy_rain.is_ending = function(dtime)
if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
heavy_rain.last_check = os.time()
if math.random() < 0.7 then
if math.random() < 0.4 then
happy_weather.request_to_start("rain")
end
return true
end
end
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.name = SKYCOLOR_LAYER
sl.sky_data = {
gradient_colors = {
{r=0, g=0, b=0},
{r=85, g=86, b=98},
{r=142, g=140, b=149},
{r=85, g=86, b=98},
{r=0, g=0, b=0}
},
}
sl.clouds_data = {
gradient_colors = {
{r=0, g=0, b=0},
{r=65, g=66, b=78},
{r=112, g=110, b=119},
{r=65, g=66, b=78},
{r=0, g=0, b=0}
},
speed = {z = 10, y = -40},
density = 0.6
}
skylayer.add_layer(player_name, sl)
end
local set_rain_sound = function(player)
return minetest.sound_play("heavy_rain_drop", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
local remove_rain_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
heavy_rain.add_player = function(player)
sound_handlers[player:get_player_name()] = set_rain_sound(player)
set_sky_box(player:get_player_name())
end
heavy_rain.remove_player = function(player)
remove_rain_sound(player)
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
end
local rain_drop_texture = "happy_weather_heavy_rain_drops.png"
local add_close_range_rain_particle = function(player)
local offset = {
front = 1,
back = 0,
top = 6
}
local random_pos = hw_utils.get_random_pos(player, offset)
local rain_texture_size_offset_y = -1
if hw_utils.is_outdoor(random_pos, rain_texture_size_offset_y) then
minetest.add_particle({
pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
velocity = {x=0, y=-10, z=0},
acceleration = {x=0, y=-10, z=0},
expirationtime = 5,
size = 30,
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = rain_drop_texture,
playername = player:get_player_name()
})
end
end
local add_wide_range_rain_particle = function(player)
local offset = {
front = 10,
back = 5,
top = 8
}
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=0, y=-10, z=0},
acceleration = {x=0, y=-15, z=0},
expirationtime = 5,
size = 30,
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = rain_drop_texture,
playername = player:get_player_name()
})
end
end
local display_rain_particles = function(player)
if hw_utils.is_underwater(player) then
return
end
add_close_range_rain_particle(player)
local particles_number_per_update = 5
for i=particles_number_per_update, 1,-1 do
add_wide_range_rain_particle(player)
end
end
heavy_rain.render = function(dtime, player)
display_rain_particles(player)
end
heavy_rain.start = function()
manual_trigger_start = true
end
heavy_rain.stop = function()
manual_trigger_end = true
end
heavy_rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 and position.y < 120 then
return true
end
return false
end
happy_weather.register_weather(heavy_rain)

166
weathers/light_rain.lua Normal file
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------------------------------
-- Happy Weather: Light Rain
-- License: MIT
-- Credits: xeranas
------------------------------
local light_rain = {}
light_rain.last_check = 0
light_rain.check_interval = 200
light_rain.chance = 0.15
-- Weather identification code
light_rain.code = "light_rain"
-- 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_light_rain_sky"
light_rain.is_starting = function(dtime, position)
if light_rain.last_check + light_rain.check_interval < os.time() then
light_rain.last_check = os.time()
if math.random() < light_rain.chance then
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
light_rain.is_ending = function(dtime)
if light_rain.last_check + light_rain.check_interval < os.time() then
light_rain.last_check = os.time()
if math.random() < 0.5 then
return true
end
end
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.name = SKYCOLOR_LAYER
sl.clouds_data = {
gradient_colors = {
{r=50, g=50, b=50},
{r=120, g=120, b=120},
{r=200, g=200, b=200},
{r=120, g=120, b=120},
{r=50, g=50, b=50}
},
density = 0.6
}
skylayer.add_layer(player_name, sl)
end
local set_rain_sound = function(player)
return minetest.sound_play("light_rain_drop", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
local remove_rain_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
light_rain.add_player = function(player)
sound_handlers[player:get_player_name()] = set_rain_sound(player)
set_sky_box(player:get_player_name())
end
light_rain.remove_player = function(player)
remove_rain_sound(player)
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
end
-- Random texture getter
local choice_random_rain_drop_texture = function()
local base_name = "happy_weather_light_rain_raindrop_"
local number = math.random(1, 4)
local extension = ".png"
return base_name .. number .. extension
end
local add_rain_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=0, y=-10, z=0},
acceleration = {x=0, y=-30, z=0},
expirationtime = 2,
size = math.random(0.5, 3),
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = choice_random_rain_drop_texture(),
playername = player:get_player_name()
})
end
end
local display_rain_particles = function(player)
if hw_utils.is_underwater(player) then
return
end
add_rain_particle(player)
end
light_rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 and position.y < 120 then
return true
end
return false
end
light_rain.render = function(dtime, player)
display_rain_particles(player)
end
light_rain.start = function()
manual_trigger_start = true
end
light_rain.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(light_rain)

183
weathers/rain.lua Normal file
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------------------------------
-- Happy Weather: Rain
-- License: MIT
-- Credits: xeranas
------------------------------
local rain = {}
rain.last_check = 0
rain.check_interval = 300
rain.chance = 0.1
-- Weather identification code
rain.code = "rain"
-- 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_rain_sky"
rain.is_starting = function(dtime, position)
if rain.last_check + rain.check_interval < os.time() then
rain.last_check = os.time()
if math.random() < rain.chance then
happy_weather.request_to_end("light_rain")
happy_weather.request_to_end("heavy_rain")
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
rain.is_ending = function(dtime)
if rain.last_check + rain.check_interval < os.time() then
rain.last_check = os.time()
if math.random() < 0.6 then
happy_weather.request_to_start("light_rain")
return true
end
end
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=65, g=66, b=78},
{r=112, g=110, b=119},
{r=65, g=66, b=78},
{r=0, g=0, b=0}
},
}
sl.clouds_data = {
gradient_colors = {
{r=10, g=10, b=10},
{r=55, g=56, b=68},
{r=102, g=100, b=109},
{r=55, g=56, b=68},
{r=10, g=10, b=10}
},
density = 0.5
}
skylayer.add_layer(player_name, sl)
end
local set_rain_sound = function(player)
return minetest.sound_play("rain_drop", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
local remove_rain_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
rain.add_player = function(player)
sound_handlers[player:get_player_name()] = set_rain_sound(player)
set_sky_box(player:get_player_name())
end
rain.remove_player = function(player)
remove_rain_sound(player)
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
end
-- Random texture getter
local choice_random_rain_drop_texture = function()
local base_name = "happy_weather_light_rain_raindrop_"
local number = math.random(1, 4)
local extension = ".png"
return base_name .. number .. extension
end
local add_rain_particle = function(player)
local offset = {
front = 5,
back = 2,
top = 6
}
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=0, y=-15, z=0},
acceleration = {x=0, y=-35, z=0},
expirationtime = 2,
size = math.random(1, 4),
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = choice_random_rain_drop_texture(),
playername = player:get_player_name()
})
end
end
local display_rain_particles = function(player)
if hw_utils.is_underwater(player) then
return
end
add_rain_particle(player)
end
rain.in_area = function(position)
if hw_utils.is_biome_frozen(position) or
hw_utils.is_biome_dry(position) then
return false
end
if position.y > -10 and position.y < 120 then
return true
end
return false
end
local particles_number_per_update = 10
rain.render = function(dtime, player)
for i=particles_number_per_update, 1,-1 do
display_rain_particles(player)
end
end
rain.start = function()
manual_trigger_start = true
end
rain.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(rain)

144
weathers/snow.lua Normal file
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------------------------------
-- Happy Weather: Light Rain
-- License: MIT
-- Credits: xeranas
------------------------------
local snow = {}
snow.last_check = 0
snow.check_interval = 200
snow.chance = 0.2
-- Weather identification code
snow.code = "snow"
-- Manual triggers flags
local manual_trigger_start = false
local manual_trigger_end = false
-- Skycolor layer id
local SKYCOLOR_LAYER = "happy_weather_snow_sky"
snow.is_starting = function(dtime, position)
if snow.last_check + snow.check_interval < os.time() then
snow.last_check = os.time()
if math.random() < snow.chance then
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
snow.is_ending = function(dtime)
if snow.last_check + snow.check_interval < os.time() then
snow.last_check = os.time()
if math.random() < 0.5 then
return true
end
end
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.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
snow.add_player = function(player)
set_sky_box(player:get_player_name())
end
snow.remove_player = function(player)
skylayer.remove_layer(player:get_player_name(), SKYCOLOR_LAYER)
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_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(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)},
acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)},
expirationtime = 2.0,
size = math.random(0.5, 2),
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
add_particle(player)
end
local particles_number_per_update = 10
snow.render = function(dtime, player)
for i=particles_number_per_update, 1,-1 do
display_particles(player)
end
end
snow.in_area = function(position)
if hw_utils.is_biome_frozen(position) == false then
return false
end
if position.y > -10 and position.y < 120 then
return true
end
return false
end
snow.start = function()
manual_trigger_start = true
end
snow.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(snow)

164
weathers/snowstorm.lua Normal file
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----------------------------
-- Happy Weather: Snowfall
-- License: MIT
-- Credits: xeranas
----------------------------
local snowstorm = {}
-- Weather identification code
snowstorm.code = "snowstorm"
snowstorm.last_check = 0
snowstorm.check_interval = 5
snowstorm.chance = 1
-- 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
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
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)

91
weathers/thunder.lua Normal file
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----------------------------------------------------------------
-- Happy Weather: Thunder
-- License: MIT
-- Credits: xeranas
-- See also: lightning mod for actual lightning effect, sounds.
----------------------------------------------------------------
local thunder = {}
thunder.last_check = 0
thunder.check_interval = 100
thunder.chance = 0.8
-- Weather identification code
thunder.code = "thunder"
local thunder_target_weather_code = "heavy_rain"
-- Manual triggers flags
local manual_trigger_start = false
local manual_trigger_end = false
-- Thunder weather appearance control
local thunder_weather_chance = 5 -- 5 percent appearance during heavy rain
local thunder_weather_next_check = 0
local thunder_weather_check_delay = 600 -- to avoid checks continuously
thunder.is_starting = function(dtime)
thunder.next_strike = 0
thunder.min_delay = 5
thunder.max_delay = math.random(5, 45)
if thunder.last_check + thunder.check_interval < os.time() then
thunder.last_check = os.time()
if math.random() < thunder.chance and happy_weather.is_weather_active("heavy_rain") then
return true
end
end
if manual_trigger_start then
manual_trigger_start = false
return true
end
return false
end
thunder.is_ending = function(dtime)
if thunder.last_check + thunder.check_interval < os.time() then
thunder.last_check = os.time()
if math.random() < 0.4 or happy_weather.is_weather_active("heavy_rain") == false then
return true
end
end
if manual_trigger_end then
manual_trigger_end = false
return true
end
return false
end
local calculate_thunder_strike_delay = function()
local delay = math.random(thunder.min_delay, thunder.max_delay)
thunder.next_strike = os.time() + delay
end
thunder.render = function(dtime, player)
local player_name = player:get_player_name()
if happy_weather.is_player_in_weather_area(player_name, "heavy_rain") == false then
return
end
if thunder.next_strike <= os.time() then
lightning.strike()
calculate_thunder_strike_delay()
end
end
thunder.start = function()
manual_trigger_start = true
end
thunder.stop = function()
manual_trigger_end = true
end
happy_weather.register_weather(thunder)