forked from mtcontrib/weather_pack
added biome check based on noice parameters
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parent
d51e0e28b0
commit
b2f32023f5
@ -8,7 +8,7 @@
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local heavy_rain = {}
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heavy_rain.last_check = 0
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heavy_rain.check_interval = 600
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heavy_rain.check_interval = 200
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-- Weather identification code
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heavy_rain.code = "heavy_rain"
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@ -26,7 +26,12 @@ local SKYCOLOR_LAYER = "happy_weather_heavy_rain_sky"
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heavy_rain.is_starting = function(dtime, position)
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if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
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heavy_rain.last_check = os.time()
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if math.random() < 0.05 then
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local heavy_rain_chance = 0.06
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if hw_utils.is_biome_tropic(position) then
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heavy_rain_chance = 0.4
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end
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if math.random() < heavy_rain_chance then
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happy_weather.request_to_end("light_rain")
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happy_weather.request_to_end("rain")
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return true
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@ -45,7 +50,9 @@ heavy_rain.is_ending = function(dtime)
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if heavy_rain.last_check + heavy_rain.check_interval < os.time() then
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heavy_rain.last_check = os.time()
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if math.random() < 0.7 then
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happy_weather.request_to_start("rain")
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if math.random() < 0.4 then
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happy_weather.request_to_start("rain")
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end
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return true
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end
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end
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@ -146,6 +153,7 @@ local add_wide_range_rain_particle = function(player)
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = rain_drop_texture,
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playername = player:get_player_name()
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})
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@ -178,6 +186,11 @@ heavy_rain.stop = function()
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end
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heavy_rain.in_area = function(position)
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if hw_utils.is_biome_frozen(position) or
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hw_utils.is_biome_dry(position) then
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return false
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end
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if position.y > -10 then
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return true
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end
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@ -8,7 +8,7 @@
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local light_rain = {}
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light_rain.last_check = 0
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light_rain.check_interval = 300
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light_rain.check_interval = 200
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-- Weather identification code
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light_rain.code = "light_rain"
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@ -144,6 +144,11 @@ local display_rain_particles = function(player)
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end
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light_rain.in_area = function(position)
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if hw_utils.is_biome_frozen(position) or
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hw_utils.is_biome_dry(position) then
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return false
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end
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if position.y > -10 then
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return true
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end
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7
rain.lua
7
rain.lua
@ -8,7 +8,7 @@
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local rain = {}
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rain.last_check = 0
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rain.check_interval = 400
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rain.check_interval = 300
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-- Weather identification code
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rain.code = "rain"
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@ -147,6 +147,11 @@ local display_rain_particles = function(player)
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end
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rain.in_area = function(position)
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if hw_utils.is_biome_frozen(position) or
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hw_utils.is_biome_dry(position) then
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return false
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end
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if position.y > -10 then
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return true
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end
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27
snow.lua
27
snow.lua
@ -7,6 +7,8 @@
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------------------------------
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local snow = {}
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snow.last_check = 0
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snow.check_interval = 200
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-- Weather identification code
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snow.code = "snow"
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@ -19,6 +21,13 @@ local manual_trigger_end = false
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local SKYCOLOR_LAYER = "happy_weather_snow_sky"
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snow.is_starting = function(dtime, position)
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if snow.last_check + snow.check_interval < os.time() then
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snow.last_check = os.time()
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if math.random() < 0.2 then
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return true
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end
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end
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if manual_trigger_start then
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manual_trigger_start = false
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return true
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@ -28,6 +37,13 @@ snow.is_starting = function(dtime, position)
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end
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snow.is_ending = function(dtime)
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if snow.last_check + snow.check_interval < os.time() then
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snow.last_check = os.time()
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if math.random() < 0.5 then
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return true
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end
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end
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if manual_trigger_end then
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manual_trigger_end = false
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return true
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@ -111,6 +127,17 @@ snow.render = function(dtime, player)
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end
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end
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snow.in_area = function(position)
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if hw_utils.is_biome_frozen(position) == false then
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return false
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end
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if position.y > -10 then
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return true
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end
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return false
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end
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snow.start = function()
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manual_trigger_start = true
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end
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@ -68,6 +68,11 @@ local calculate_thunder_strike_delay = function()
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end
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thunder.render = function(dtime, player)
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if happy_weather.is_player_in_weather_area(player:get_player_name(),
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"heavy_rain") == false then
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return
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end
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if thunder.next_strike <= os.time() then
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lightning.strike()
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calculate_thunder_strike_delay()
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55
utils.lua
55
utils.lua
@ -73,4 +73,57 @@ 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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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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hw_utils.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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-- below 35 heat biome considered to be frozen type
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return noise_temp < 35
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end
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hw_utils.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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end
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hw_utils.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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-- 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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end
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