forked from Mineclonia/Mineclonia
Log weather changes according to Wuzzy/MineClone2#897
This commit is contained in:
parent
ff38a44454
commit
f20f9f9a88
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@ -1,10 +1,10 @@
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local modpath = minetest.get_modpath("mcl_weather");
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local modpath = minetest.get_modpath("mcl_weather")
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mcl_weather = {}
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-- If not located then embeded skycolor mod version will be loaded.
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if minetest.get_modpath("skycolor") == nil then
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dofile(modpath.."/skycolor.lua")
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dofile(modpath.."/skycolor.lua")
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end
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dofile(modpath.."/weather_core.lua")
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@ -13,5 +13,5 @@ dofile(modpath.."/rain.lua")
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dofile(modpath.."/nether_dust.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.."/thunder.lua")
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end
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@ -24,11 +24,8 @@ end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 0.7 then
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timer = 0
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else
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return
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end
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if timer < 0.7 then return end
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timer = 0
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for _, player in ipairs(minetest.get_connected_players()) do
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if not mcl_worlds.has_dust(player:get_pos()) then
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@ -2,198 +2,198 @@ local PARTICLES_COUNT_RAIN = 30
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local PARTICLES_COUNT_THUNDER = 45
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mcl_weather.rain = {
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-- max rain particles created at time
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particles_count = PARTICLES_COUNT_RAIN,
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-- max rain particles created at time
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particles_count = PARTICLES_COUNT_RAIN,
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-- flag to turn on/off extinguish fire for rain
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extinguish_fire = true,
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-- flag to turn on/off extinguish fire for rain
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extinguish_fire = true,
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-- flag useful when mixing weathers
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raining = false,
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-- flag useful when mixing weathers
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raining = false,
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-- keeping last timeofday value (rounded).
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-- Defaulted to non-existing value for initial comparing.
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sky_last_update = -1,
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-- keeping last timeofday value (rounded).
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-- Defaulted to non-existing value for initial comparing.
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sky_last_update = -1,
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init_done = false,
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init_done = false,
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}
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mcl_weather.rain.sound_handler = function(player)
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return minetest.sound_play("weather_rain", {
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to_player = player:get_player_name(),
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loop = true,
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})
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return minetest.sound_play("weather_rain", {
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to_player = player:get_player_name(),
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loop = true,
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})
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end
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-- set skybox based on time (uses skycolor api)
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mcl_weather.rain.set_sky_box = function()
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if mcl_weather.state == "rain" then
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mcl_weather.skycolor.add_layer(
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"weather-pack-rain-sky",
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{{r=0, g=0, b=0},
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{r=85, g=86, b=98},
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{r=135, g=135, b=151},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}})
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mcl_weather.skycolor.active = true
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for _, player in pairs(minetest.get_connected_players()) do
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player:set_clouds({color="#5D5D5FE8"})
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end
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end
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if mcl_weather.state == "rain" then
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mcl_weather.skycolor.add_layer(
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"weather-pack-rain-sky",
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{{r=0, g=0, b=0},
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{r=85, g=86, b=98},
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{r=135, g=135, b=151},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}})
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mcl_weather.skycolor.active = true
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for _, player in pairs(minetest.get_connected_players()) do
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player:set_clouds({color="#5D5D5FE8"})
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end
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end
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end
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- spawn position.
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mcl_weather.rain.add_rain_particles = function(player)
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mcl_weather.rain.last_rp_count = 0
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for i=mcl_weather.rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
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mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
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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 = 1.0,
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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 = mcl_weather.rain.get_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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mcl_weather.rain.last_rp_count = 0
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for i=mcl_weather.rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
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mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
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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 = 1.0,
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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 = mcl_weather.rain.get_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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end
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-- Simple random texture getter
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mcl_weather.rain.get_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 = "weather_pack_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "weather_pack_rain_raindrop_2.png"
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else
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texture_name = "weather_pack_rain_raindrop_3.png"
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end
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return texture_name;
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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 = "weather_pack_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "weather_pack_rain_raindrop_2.png"
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else
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texture_name = "weather_pack_rain_raindrop_3.png"
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end
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return texture_name;
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end
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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mcl_weather.rain.add_player = function(player)
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if mcl_weather.players[player:get_player_name()] == nil then
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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mcl_weather.players[player:get_player_name()] = player_meta
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end
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if mcl_weather.players[player:get_player_name()] == nil then
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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mcl_weather.players[player:get_player_name()] = player_meta
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end
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end
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-- remove player from player list effected by rain.
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-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
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mcl_weather.rain.remove_player = function(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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end
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end
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mcl_worlds.register_on_dimension_change(function(player, dimension)
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if dimension ~= "overworld" and dimension ~= "void" then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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elseif dimension == "overworld" then
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mcl_weather.rain.update_sound(player)
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if mcl_weather.rain.raining then
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.add_player(player)
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end
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end
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if dimension ~= "overworld" and dimension ~= "void" then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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elseif dimension == "overworld" then
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mcl_weather.rain.update_sound(player)
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if mcl_weather.rain.raining then
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.add_player(player)
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end
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end
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end)
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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mcl_weather.rain.update_sound = function(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
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return false
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end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
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return false
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end
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if player_meta.sound_handler ~= nil then
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if mcl_weather.rain.last_rp_count == 0 then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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end
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elseif mcl_weather.rain.last_rp_count > 0 then
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player_meta.sound_handler = mcl_weather.rain.sound_handler(player)
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end
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if player_meta.sound_handler ~= nil then
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if mcl_weather.rain.last_rp_count == 0 then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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end
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elseif mcl_weather.rain.last_rp_count > 0 then
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player_meta.sound_handler = mcl_weather.rain.sound_handler(player)
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end
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player_meta.sound_updated = minetest.get_gametime()
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end
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player_meta.sound_updated = minetest.get_gametime()
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end
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end
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-- rain sound removed from player.
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mcl_weather.rain.remove_sound = function(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.sound_handler ~= nil then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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player_meta.sound_updated = nil
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end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.sound_handler ~= nil then
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minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
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player_meta.sound_handler = nil
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player_meta.sound_updated = nil
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end
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end
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-- callback function for removing rain
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mcl_weather.rain.clear = function()
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mcl_weather.rain.raining = false
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mcl_weather.rain.sky_last_update = -1
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mcl_weather.rain.init_done = false
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mcl_weather.rain.set_particles_mode("rain")
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mcl_weather.skycolor.remove_layer("weather-pack-rain-sky")
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for _, player in ipairs(minetest.get_connected_players()) do
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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end
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mcl_weather.rain.raining = false
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mcl_weather.rain.sky_last_update = -1
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mcl_weather.rain.init_done = false
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mcl_weather.rain.set_particles_mode("rain")
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mcl_weather.skycolor.remove_layer("weather-pack-rain-sky")
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for _, player in ipairs(minetest.get_connected_players()) do
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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end
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end
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minetest.register_globalstep(function(dtime)
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if mcl_weather.state ~= "rain" then
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return false
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end
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if mcl_weather.state ~= "rain" then
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return false
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end
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mcl_weather.rain.make_weather()
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mcl_weather.rain.make_weather()
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end)
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mcl_weather.rain.make_weather = function()
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if mcl_weather.rain.init_done == false then
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mcl_weather.rain.raining = true
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mcl_weather.rain.set_sky_box()
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mcl_weather.rain.set_particles_mode(mcl_weather.mode)
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mcl_weather.rain.init_done = true
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end
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if mcl_weather.rain.init_done == false then
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mcl_weather.rain.raining = true
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mcl_weather.rain.set_sky_box()
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mcl_weather.rain.set_particles_mode(mcl_weather.mode)
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mcl_weather.rain.init_done = true
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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mcl_weather.rain.remove_sound(player)
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return false
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end
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mcl_weather.rain.add_player(player)
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.update_sound(player)
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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mcl_weather.rain.remove_sound(player)
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return false
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end
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mcl_weather.rain.add_player(player)
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.update_sound(player)
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end
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end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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mcl_weather.rain.set_particles_mode = function(mode)
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if mode == "thunder" then
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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end
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if mode == "thunder" then
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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end
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end
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if mcl_weather.allow_abm then
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@ -266,16 +266,16 @@ if mcl_weather.allow_abm then
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end
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if mcl_weather.reg_weathers.rain == nil then
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mcl_weather.reg_weathers.rain = {
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clear = mcl_weather.rain.clear,
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light_factor = 0.6,
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-- 10min - 20min
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min_duration = 600,
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max_duration = 1200,
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transitions = {
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[65] = "none",
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[70] = "snow",
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[100] = "thunder",
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}
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}
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mcl_weather.reg_weathers.rain = {
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clear = mcl_weather.rain.clear,
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light_factor = 0.6,
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-- 10min - 20min
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min_duration = 600,
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max_duration = 1200,
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transitions = {
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[65] = "none",
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[70] = "snow",
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[100] = "thunder",
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}
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}
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end
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@ -40,7 +40,7 @@ local storage = minetest.get_mod_storage()
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local save_weather = function()
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storage:set_string("mcl_weather_state", mcl_weather.state)
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storage:set_int("mcl_weather_end_time", mcl_weather.end_time)
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minetest.log("action", "[mcl_weather] Weather data saved: state="..mcl_weather.state.." end_time="..mcl_weather.end_time)
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minetest.log("verbose", "[mcl_weather] Weather data saved: state="..mcl_weather.state.." end_time="..mcl_weather.end_time)
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end
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minetest.register_on_shutdown(save_weather)
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@ -164,11 +164,15 @@ end
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-- Change weather to new_weather.
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-- * explicit_end_time is OPTIONAL. If specified, explicitly set the
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-- gametime (minetest.get_gametime) in which the weather ends.
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mcl_weather.change_weather = function(new_weather, explicit_end_time)
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-- * changer is OPTIONAL, for logging purposes.
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mcl_weather.change_weather = function(new_weather, explicit_end_time, changer_name)
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local changer_name = changer_name or debug.getinfo(2).name
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if (mcl_weather.reg_weathers ~= nil and mcl_weather.reg_weathers[new_weather] ~= nil) then
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if (mcl_weather.state ~= nil and mcl_weather.reg_weathers[mcl_weather.state] ~= nil) then
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mcl_weather.reg_weathers[mcl_weather.state].clear()
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end
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minetest.log("action", "[mcl_weather] " .. changer_name .. " changed the weather from " .. mcl_weather.state .. " to " .. new_weather)
|
||||
mcl_weather.state = new_weather
|
||||
local weather_meta = mcl_weather.reg_weathers[mcl_weather.state]
|
||||
if explicit_end_time then
|
||||
|
@ -222,7 +226,7 @@ minetest.register_chatcommand("weather", {
|
|||
end
|
||||
end
|
||||
|
||||
local success = mcl_weather.change_weather(new_weather, end_time)
|
||||
local success = mcl_weather.change_weather(new_weather, end_time, name)
|
||||
if success then
|
||||
return true
|
||||
else
|
||||
|
@ -238,13 +242,13 @@ minetest.register_chatcommand("toggledownfall", {
|
|||
func = function(name, param)
|
||||
-- Currently rain/thunder/snow: Set weather to clear
|
||||
if mcl_weather.state ~= "none" then
|
||||
return mcl_weather.change_weather("none")
|
||||
return mcl_weather.change_weather("none", nil, name)
|
||||
|
||||
-- Currently clear: Set weather randomly to rain/thunder/snow
|
||||
else
|
||||
local new = { "rain", "thunder", "snow" }
|
||||
local r = math.random(1, #new)
|
||||
return mcl_weather.change_weather(new[r])
|
||||
return mcl_weather.change_weather(new[r], nil, name)
|
||||
end
|
||||
end
|
||||
})
|
||||
|
|
Loading…
Reference in New Issue