forked from mtcontrib/weather_pack
minor code cleanup
This commit is contained in:
parent
1f07735c44
commit
e90133b30a
14
init.lua
14
init.lua
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@ -2,13 +2,13 @@ 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.."/embedded_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.."/commands.lua")
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dofile(modpath.."/embedded_happy_weather_api.lua")
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dofile(modpath.."/commands.lua")
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end
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-- Happy Weather utilities
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@ -20,10 +20,10 @@ dofile(modpath.."/heavy_rain.lua")
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dofile(modpath.."/snow.lua")
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if minetest.get_modpath("lightning") ~= nil then
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dofile(modpath.."/thunder.lua")
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-- Turn off lightning mod 'auto mode'
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lightning.auto = false
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dofile(modpath.."/thunder.lua")
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-- Turn off lightning mod 'auto mode'
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lightning.auto = false
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end
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dofile(modpath.."/abm.lua")
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@ -9,6 +9,7 @@
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local light_rain = {}
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light_rain.last_check = 0
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light_rain.check_interval = 200
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light_rain.chance = 0.15
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-- Weather identification code
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light_rain.code = "light_rain"
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@ -26,7 +27,7 @@ local SKYCOLOR_LAYER = "happy_weather_light_rain_sky"
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light_rain.is_starting = function(dtime, position)
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if light_rain.last_check + light_rain.check_interval < os.time() then
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light_rain.last_check = os.time()
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if math.random() < 0.15 then
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if math.random() < light_rain.chance then
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return true
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end
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end
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@ -83,7 +84,7 @@ local remove_rain_sound = function(player)
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if sound ~= nil then
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minetest.sound_stop(sound)
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sound_handlers[player:get_player_name()] = nil
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end
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end
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end
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light_rain.add_player = function(player)
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@ -98,16 +99,10 @@ end
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-- Random texture getter
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local choice_random_rain_drop_texture = function()
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "happy_weather_light_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "happy_weather_light_rain_raindrop_2.png"
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else
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texture_name = "happy_weather_light_rain_raindrop_3.png"
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end
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return texture_name;
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local base_name = "happy_weather_light_rain_raindrop_"
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local number = math.random(1, 4)
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local extension = ".png"
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return base_name .. number .. extension
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end
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local add_rain_particle = function(player)
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@ -121,16 +116,16 @@ local add_rain_particle = function(player)
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if hw_utils.is_outdoor(random_pos) then
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 2,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = choice_random_rain_drop_texture(),
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playername = player:get_player_name()
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 2,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = choice_random_rain_drop_texture(),
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playername = player:get_player_name()
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})
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end
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end
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75
rain.lua
75
rain.lua
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@ -9,6 +9,7 @@
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local rain = {}
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rain.last_check = 0
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rain.check_interval = 300
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rain.chance = 0.1
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-- Weather identification code
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rain.code = "rain"
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@ -24,14 +25,14 @@ local manual_trigger_end = false
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local SKYCOLOR_LAYER = "happy_weather_rain_sky"
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rain.is_starting = function(dtime, position)
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < 0.1 then
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happy_weather.request_to_end("light_rain")
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happy_weather.request_to_end("heavy_rain")
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return true
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end
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end
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < rain.chance then
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happy_weather.request_to_end("light_rain")
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happy_weather.request_to_end("heavy_rain")
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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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@ -42,13 +43,13 @@ rain.is_starting = function(dtime, position)
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end
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rain.is_ending = function(dtime)
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < 0.6 then
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happy_weather.request_to_start("light_rain")
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return true
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end
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end
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if rain.last_check + rain.check_interval < os.time() then
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rain.last_check = os.time()
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if math.random() < 0.6 then
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happy_weather.request_to_start("light_rain")
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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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@ -86,7 +87,7 @@ local remove_rain_sound = function(player)
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if sound ~= nil then
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minetest.sound_stop(sound)
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sound_handlers[player:get_player_name()] = nil
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end
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end
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end
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rain.add_player = function(player)
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@ -101,16 +102,10 @@ end
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-- Random texture getter
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local choice_random_rain_drop_texture = function()
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "happy_weather_light_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "happy_weather_light_rain_raindrop_2.png"
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else
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texture_name = "happy_weather_light_rain_raindrop_3.png"
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end
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return texture_name;
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local base_name = "happy_weather_light_rain_raindrop_"
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local number = math.random(1, 4)
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local extension = ".png"
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return base_name .. number .. extension
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end
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local add_rain_particle = function(player)
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@ -124,16 +119,16 @@ local add_rain_particle = function(player)
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if hw_utils.is_outdoor(random_pos) then
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-15, z=0},
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acceleration = {x=0, y=-35, z=0},
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expirationtime = 2,
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size = math.random(1, 6),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = choice_random_rain_drop_texture(),
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playername = player:get_player_name()
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x=0, y=-15, z=0},
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acceleration = {x=0, y=-35, z=0},
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expirationtime = 2,
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size = math.random(1, 4),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = choice_random_rain_drop_texture(),
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playername = player:get_player_name()
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})
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end
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end
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@ -147,10 +142,10 @@ 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 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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63
snow.lua
63
snow.lua
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@ -9,6 +9,7 @@
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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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snow.chance = 0.2
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-- Weather identification code
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snow.code = "snow"
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@ -21,12 +22,12 @@ 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 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() < snow.chance 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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@ -37,12 +38,12 @@ 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 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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@ -59,7 +60,7 @@ local set_sky_box = function(player_name)
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sl.data = {gradient_data={}}
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sl.data.gradient_data.colors = {
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{r=0, g=0, b=0},
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{r=241, g=244, b=249},
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{r=231, g=234, b=239},
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{r=0, g=0, b=0}
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}
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skylayer.add_layer(player_name, sl)
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@ -75,16 +76,10 @@ end
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-- Random texture getter
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local choice_random_rain_drop_texture = function()
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "happy_weather_light_snow_snowflake_1.png"
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elseif random_number > 0.66 then
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texture_name = "happy_weather_light_snow_snowflake_2.png"
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else
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texture_name = "happy_weather_light_snow_snowflake_3.png"
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end
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return texture_name;
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local base_name = "happy_weather_light_snow_snowflake_"
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local number = math.random(1, 3)
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local extension = ".png"
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return base_name .. number .. extension
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end
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local add_particle = function(player)
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@ -100,9 +95,9 @@ local add_particle = function(player)
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minetest.add_particle({
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pos = {x=random_pos.x, y=random_pos.y, z=random_pos.z},
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velocity = {x = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)},
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acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)},
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expirationtime = 2.0,
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size = math.random(0.5, 2),
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acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)},
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expirationtime = 2.0,
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size = math.random(0.5, 2),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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@ -123,19 +118,19 @@ end
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local particles_number_per_update = 10
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snow.render = function(dtime, player)
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for i=particles_number_per_update, 1,-1 do
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display_particles(player)
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display_particles(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 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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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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BIN
textures/happy_weather_light_rain_raindrop_4.png
Normal file
BIN
textures/happy_weather_light_rain_raindrop_4.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 256 B |
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@ -11,6 +11,7 @@
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local thunder = {}
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thunder.last_check = 0
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thunder.check_interval = 100
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thunder.chance = 0.8
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-- Weather identification code
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thunder.code = "thunder"
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@ -33,7 +34,7 @@ thunder.is_starting = function(dtime)
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if thunder.last_check + thunder.check_interval < os.time() then
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thunder.last_check = os.time()
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if math.random() < 0.8 and happy_weather.is_weather_active("heavy_rain") then
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if math.random() < thunder.chance and happy_weather.is_weather_active("heavy_rain") then
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return true
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end
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end
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@ -68,8 +69,8 @@ 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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local player_name = player:get_player_name()
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if happy_weather.is_player_in_weather_area(player_name, "heavy_rain") == false then
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return
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end
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191
utils.lua
191
utils.lua
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@ -25,129 +25,128 @@ end
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-- checks if player is undewater. This is needed in order to
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-- turn off weather particles generation.
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hw_utils.is_underwater = function(player)
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local ppos = player:getpos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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local ppos = player:getpos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {
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x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 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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-- trying to locate position for particles by player look direction for performance reason.
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-- it is costly to generate many particles around player so goal is focus mainly on front view.
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hw_utils.get_random_pos = function(player, offset)
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local look_dir = player:get_look_dir()
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local player_pos = player:getpos()
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local look_dir = player:get_look_dir()
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local player_pos = player:getpos()
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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if look_dir.x > 0 then
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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else
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if look_dir.z > 0 then
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
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else
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random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
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random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
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end
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end
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if look_dir.x > 0 then
|
||||
if look_dir.z > 0 then
|
||||
random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
|
||||
random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
|
||||
else
|
||||
random_pos_x = math.random(player_pos.x - offset.back, player_pos.x + offset.front) + math.random()
|
||||
random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
|
||||
end
|
||||
else
|
||||
if look_dir.z > 0 then
|
||||
random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
|
||||
random_pos_z = math.random(player_pos.z - offset.back, player_pos.z + offset.front) + math.random()
|
||||
else
|
||||
random_pos_x = math.random(player_pos.x - offset.front, player_pos.x + offset.back) + math.random()
|
||||
random_pos_z = math.random(player_pos.z - offset.front, player_pos.z + offset.back) + math.random()
|
||||
end
|
||||
end
|
||||
|
||||
if offset.bottom ~= nil then
|
||||
random_pos_y = math.random(player_pos.y - offset.bottom, player_pos.y + offset.top)
|
||||
else
|
||||
random_pos_y = player_pos.y + offset.top
|
||||
end
|
||||
if offset.bottom ~= nil then
|
||||
random_pos_y = math.random(player_pos.y - offset.bottom, player_pos.y + offset.top)
|
||||
else
|
||||
random_pos_y = player_pos.y + offset.top
|
||||
end
|
||||
|
||||
|
||||
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
|
||||
|
||||
local np_temp = {
|
||||
offset = 50,
|
||||
scale = 50,
|
||||
spread = {x = 1000, y = 1000, z = 1000},
|
||||
seed = 5349,
|
||||
octaves = 3,
|
||||
persist = 0.5,
|
||||
lacunarity = 2.0
|
||||
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
|
||||
offset = 50,
|
||||
scale = 50,
|
||||
spread = {x = 1000, y = 1000, z = 1000},
|
||||
seed = 842,
|
||||
octaves = 3,
|
||||
persist = 0.5,
|
||||
lacunarity = 2.0
|
||||
}
|
||||
|
||||
hw_utils.is_biome_frozen = function(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return hw_utils.is_biome_frozen_v7(position)
|
||||
local is_biome_frozen_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_temp)
|
||||
local noise_temp = noise_obj:get2d({x = posx, y = posz})
|
||||
|
||||
-- below 35 heat biome considered to be frozen type
|
||||
return noise_temp < 35
|
||||
end
|
||||
|
||||
hw_utils.is_biome_frozen_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_temp)
|
||||
local noise_temp = noise_obj:get2d({x = posx, y = posz})
|
||||
hw_utils.is_biome_frozen = function(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return is_biome_frozen_v7(position)
|
||||
end
|
||||
|
||||
-- below 35 heat biome considered to be frozen type
|
||||
return noise_temp < 35
|
||||
local is_biome_dry_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_humid)
|
||||
local noise_humid = noise_obj:get2d({x = posx, y = posz})
|
||||
|
||||
-- below 50 humid biome considered to be dry type (at least by this mod)
|
||||
return noise_humid < 50
|
||||
end
|
||||
|
||||
hw_utils.is_biome_dry = function(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return hw_utils.is_biome_dry_v7(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return is_biome_dry_v7(position)
|
||||
end
|
||||
|
||||
hw_utils.is_biome_dry_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_humid)
|
||||
local noise_humid = noise_obj:get2d({x = posx, y = posz})
|
||||
local is_biome_tropic_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_humid)
|
||||
local noise_humid = noise_obj:get2d({x = posx, y = posz})
|
||||
noise_obj = minetest.get_perlin(np_temp)
|
||||
local noise_temp = noise_obj:get2d({x = posx, y = posz})
|
||||
|
||||
-- below 50 humid biome considered to be dry type (at least by this mod)
|
||||
return noise_humid < 50
|
||||
-- humid and temp values are taked by testing flying around world (not sure actually)
|
||||
return noise_humid > 55 and noise_temp > 80
|
||||
end
|
||||
|
||||
hw_utils.is_biome_tropic = function(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return hw_utils.is_biome_tropic_v7(position)
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
if mg_name == "v6" then
|
||||
return false -- v6 not supported yet.
|
||||
end
|
||||
return is_biome_tropic_v7(position)
|
||||
end
|
||||
|
||||
hw_utils.is_biome_tropic_v7 = function(position)
|
||||
local posx = math.floor(position.x)
|
||||
local posz = math.floor(position.z)
|
||||
local noise_obj = minetest.get_perlin(np_humid)
|
||||
local noise_humid = noise_obj:get2d({x = posx, y = posz})
|
||||
noise_obj = minetest.get_perlin(np_temp)
|
||||
local noise_temp = noise_obj:get2d({x = posx, y = posz})
|
||||
|
||||
-- humid and temp values are taked by testing flying around world (not sure actually)
|
||||
return noise_humid > 55 and noise_temp > 80
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user