Import mods: lightning and weather_pack
lightning by sofar weather_pack by xeranas
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Lightning mod for minetest
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Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
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"lightning" is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as
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published by the Free Software Foundation; either version 2.1
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of the license, or (at your option) any later version.
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Textures: CC-BY-SA-4.0 by sofar
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lightning_1.png
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lightning_2.png
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lightning_3.png
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Sounds:
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thunder.1.ogg - CC-BY-SA - hantorio - http://www.freesound.org/people/hantorio/sounds/121945/
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thunder.2.ogg - CC-BY-SA - juskiddink - http://www.freesound.org/people/juskiddink/sounds/101948/
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thunder.3.ogg - CC-BY-SA - IllusiaProductions - http://www.freesound.org/people/IllusiaProductions/sounds/249950/
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mcl_fire
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A mod that adds thunder and lightning effects.
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--[[
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Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
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"lightning" is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as
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published by the Free Software Foundation; either version 2.1
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of the license, or (at your option) any later version.
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--]]
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lightning = {}
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||||
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lightning.interval_low = 17
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||||
lightning.interval_high = 503
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||||
lightning.range_h = 100
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lightning.range_v = 50
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||||
lightning.size = 100
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-- disable this to stop lightning mod from striking
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lightning.auto = true
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local rng = PcgRandom(32321123312123)
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local ps = {}
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local ttl = 1
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local revertsky = function()
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if ttl == 0 then
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return
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end
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ttl = ttl - 1
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if ttl > 0 then
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return
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end
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for key, entry in pairs(ps) do
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local sky = entry.sky
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entry.p:set_sky(sky.bgcolor, sky.type, sky.textures)
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end
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ps = {}
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end
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minetest.register_globalstep(revertsky)
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-- select a random strike point, midpoint
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local function choose_pos(pos)
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if not pos then
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local playerlist = minetest.get_connected_players()
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local playercount = table.getn(playerlist)
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-- nobody on
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if playercount == 0 then
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return nil, nil
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end
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local r = rng:next(1, playercount)
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local randomplayer = playerlist[r]
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pos = randomplayer:getpos()
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-- avoid striking underground
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if pos.y < -20 then
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return nil, nil
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end
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pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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pos.y = pos.y + (lightning.range_v / 2)
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pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
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end
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local b, pos2 = minetest.line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
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-- nothing but air found
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if b then
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return nil, nil
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end
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local n = minetest.get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
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if n.name == "air" or n.name == "ignore" then
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return nil, nil
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end
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return pos, pos2
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end
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-- lightning strike API
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-- * pos: optional, if not given a random pos will be chosen
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-- * returns: bool - success if a strike happened
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lightning.strike = function(pos)
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if lightning.auto then
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minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
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end
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local pos2
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pos, pos2 = choose_pos(pos)
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if not pos then
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return false
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end
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minetest.add_particlespawner({
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amount = 1,
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time = 0.2,
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-- make it hit the top of a block exactly with the bottom
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minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
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minvel = {x = 0, y = 0, z = 0},
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maxvel = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 0.2,
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maxexptime = 0.2,
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minsize = lightning.size * 10,
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maxsize = lightning.size * 10,
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collisiondetection = true,
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vertical = true,
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-- to make it appear hitting the node that will get set on fire, make sure
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-- to make the texture lightning bolt hit exactly in the middle of the
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-- texture (e.g. 127/128 on a 256x wide texture)
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texture = "lightning_lightning_" .. rng:next(1,3) .. ".png",
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})
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minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = 500 })
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-- damage nearby objects, player or not
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do
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-- nil as param#1 is supposed to work, but core can't handle it.
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obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil)
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end
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local playerlist = minetest.get_connected_players()
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for i = 1, #playerlist do
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local player = playerlist[i]
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = player:get_sky()
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local name = player:get_player_name()
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if ps[name] == nil then
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ps[name] = {p = player, sky = sky}
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player:set_sky(0xffffff, "plain", {})
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end
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end
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-- trigger revert of skybox
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ttl = 5
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-- set the air node above it on fire
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pos2.y = pos2.y + 1/2
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if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
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if minetest.get_node(pos2).name == "air" then
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-- cause a fire
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minetest.set_node(pos2, {name = "mcl_fire:fire"})
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end
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end
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end
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-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
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minetest.after(5, function(dtime)
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if lightning.auto then
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minetest.after(rng:next(lightning.interval_low,
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lightning.interval_high), lightning.strike)
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end
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end)
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name = lightning
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After Width: | Height: | Size: 49 KiB |
After Width: | Height: | Size: 2.4 KiB |
After Width: | Height: | Size: 2.7 KiB |
After Width: | Height: | Size: 3.9 KiB |
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weather-pack
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=======================
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Weather mod for Minetest (http://minetest.net/)
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Weathers included
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-----------------------
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* rain
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* snow
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* thunder
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Commands
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-----------------------
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`set_weather <weather>` requires `weather_manager` privilege.
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Dependencies
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-----------------------
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Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod.
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Configuration properties
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-----------------------
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Weather mod for indoor check depends on sunlight propogation check. Some nodes (e.g. glass block) propogates sunlight and thus weather particles will go through it. To change that set `weather_allow_override_nodes=true` in `minetest.conf` file. Be aware that just few nodes will be override and these blocks needs to be re-builded to take effect. Maybe in future other 'cheap' way to check indoor will be available.
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Weather mod mostly relies on particles generation however for some small things ABM may be used. Users which do not want it can disable ABM with property `weather_allow_abm=false`.
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License of source code:
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-----------------------
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LGPL 2.1+
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Authors of media files:
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-----------------------
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TeddyDesTodes:
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Snowflakes licensed under CC-BY-SA 3.0 by from weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
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* `weather_pack_snow_snowflake1.png` - CC-BY-SA 3.0
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* `weather_pack_snow_snowflake2.png` - CC-BY-SA 3.0
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xeranas:
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* `weather_pack_rain_raindrop_1.png` - CC-0
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* `weather_pack_rain_raindrop_2.png` - CC-0
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* `weather_pack_rain_raindrop_3.png` - CC-0
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inchadney (http://freesound.org/people/inchadney/):
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* `weather_rain.ogg` - CC-BY-SA 3.0 (cut from http://freesound.org/people/inchadney/sounds/58835/)
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lightning?
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Set of weathers for minetest.
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local modpath = minetest.get_modpath("weather_pack");
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dofile(modpath.."/weather_core.lua")
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dofile(modpath.."/snow.lua")
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dofile(modpath.."/rain.lua")
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if minetest.get_modpath("lightning") ~= nil then
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dofile(modpath.."/thunder.lua")
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end
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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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end
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name = weather_pack
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rain = {
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-- max rain particles created at time
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particles_count = 35,
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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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-- 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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}
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rain.sound_handler = function(player)
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return minetest.sound_play("weather_rain", {
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object = player,
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max_hear_distance = 2,
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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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rain.set_sky_box = function()
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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=152, g=150, b=159},
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{r=85, g=86, b=98},
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{r=0, g=0, b=0}})
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skycolor.active = true
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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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rain.add_rain_particles = function(player)
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rain.last_rp_count = 0
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for i=rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
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if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
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rain.last_rp_count = 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 = 0.2,
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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 = 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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|
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-- Simple random texture getter
|
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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
|
||||
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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|
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-- register player for rain weather.
|
||||
-- basically needs for origin sky reference and rain sound controls.
|
||||
rain.add_player = function(player)
|
||||
if weather.players[player:get_player_name()] == nil then
|
||||
local player_meta = {}
|
||||
player_meta.origin_sky = {player:get_sky()}
|
||||
weather.players[player:get_player_name()] = player_meta
|
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end
|
||||
end
|
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|
||||
-- remove player from player list effected by rain.
|
||||
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
|
||||
rain.remove_player = function(player)
|
||||
local player_meta = weather.players[player:get_player_name()]
|
||||
if player_meta ~= nil and player_meta.origin_sky ~= nil then
|
||||
player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3])
|
||||
weather.players[player:get_player_name()] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- adds and removes rain sound depending how much rain particles around player currently exist.
|
||||
-- have few seconds delay before each check to avoid on/off sound too often
|
||||
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
|
||||
rain.update_sound = function(player)
|
||||
local player_meta = weather.players[player:get_player_name()]
|
||||
if player_meta ~= nil then
|
||||
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
|
||||
return false
|
||||
end
|
||||
|
||||
if player_meta.sound_handler ~= nil then
|
||||
if rain.last_rp_count == 0 then
|
||||
minetest.sound_stop(player_meta.sound_handler)
|
||||
player_meta.sound_handler = nil
|
||||
end
|
||||
elseif rain.last_rp_count > 0 then
|
||||
player_meta.sound_handler = rain.sound_handler(player)
|
||||
end
|
||||
|
||||
player_meta.sound_updated = os.time()
|
||||
end
|
||||
end
|
||||
|
||||
-- rain sound removed from player.
|
||||
rain.remove_sound = function(player)
|
||||
local player_meta = weather.players[player:get_player_name()]
|
||||
if player_meta ~= nil and player_meta.sound_handler ~= nil then
|
||||
minetest.sound_stop(player_meta.sound_handler)
|
||||
player_meta.sound_handler = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- callback function for removing rain
|
||||
rain.clear = function()
|
||||
rain.raining = false
|
||||
rain.sky_last_update = -1
|
||||
rain.init_done = false
|
||||
skycolor.remove_layer("weather-pack-rain-sky")
|
||||
for _, player in ipairs(minetest.get_connected_players()) do
|
||||
rain.remove_sound(player)
|
||||
rain.remove_player(player)
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if weather.state ~= "rain" then
|
||||
return false
|
||||
end
|
||||
|
||||
rain.make_weather()
|
||||
end)
|
||||
|
||||
rain.make_weather = function()
|
||||
if rain.init_done == false then
|
||||
rain.raining = true
|
||||
rain.set_sky_box()
|
||||
end
|
||||
|
||||
for _, player in ipairs(minetest.get_connected_players()) do
|
||||
if (weather.is_underwater(player)) then
|
||||
return false
|
||||
end
|
||||
rain.add_player(player)
|
||||
rain.add_rain_particles(player)
|
||||
rain.update_sound(player)
|
||||
end
|
||||
end
|
||||
|
||||
if weather.reg_weathers.rain == nil then
|
||||
weather.reg_weathers.rain = {
|
||||
chance = 15,
|
||||
clear = rain.clear
|
||||
}
|
||||
end
|
||||
|
||||
-- ABM for extinguish fire
|
||||
if weather.allow_abm then
|
||||
minetest.register_abm({
|
||||
nodenames = {"fire:basic_flame"},
|
||||
interval = 4.0,
|
||||
chance = 2,
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
if rain.raining and rain.extinguish_fire then
|
||||
if weather.is_outdoor(pos) then
|
||||
minetest.remove_node(pos)
|
||||
end
|
||||
end
|
||||
end
|
||||
})
|
||||
end
|
After Width: | Height: | Size: 30 KiB |
|
@ -0,0 +1,212 @@
|
|||
skycolor = {
|
||||
-- Should be activated before do any effect.
|
||||
active = false,
|
||||
|
||||
-- To skip update interval
|
||||
force_update = true,
|
||||
|
||||
-- Update interval.
|
||||
update_interval = 15,
|
||||
|
||||
-- Main sky colors: starts from midnight to midnight.
|
||||
-- Please do not set directly. Use add_layer instead.
|
||||
colors = {},
|
||||
|
||||
-- min value which will be used in color gradient, usualy its first user given color in 'pure' color.
|
||||
min_val = 0,
|
||||
|
||||
-- number of colors while constructing gradient of user given colors
|
||||
max_val = 1000,
|
||||
|
||||
-- Enables smooth transition between existing sky color and target.
|
||||
smooth_transitions = true,
|
||||
|
||||
-- Transition between current sky color and new user given.
|
||||
transition_in_progress = false,
|
||||
|
||||
-- Transition colors are generated automaticly during initialization.
|
||||
transition_colors = {},
|
||||
|
||||
-- Time where transition between current color and user given will be done
|
||||
transition_time = 15,
|
||||
|
||||
-- Tracks how much time passed during transition
|
||||
transition_timer = 0,
|
||||
|
||||
-- Table for tracking layer order
|
||||
layer_names = {},
|
||||
|
||||
-- To layer to colors table
|
||||
add_layer = function(layer_name, layer_color, instant_update)
|
||||
skycolor.colors[layer_name] = layer_color
|
||||
table.insert(skycolor.layer_names, layer_name)
|
||||
if (instant_update ~= true) then
|
||||
skycolor.init_transition()
|
||||
end
|
||||
skycolor.force_update = true
|
||||
end,
|
||||
|
||||
-- Retrieve layer from colors table
|
||||
retrieve_layer = function()
|
||||
local last_layer = skycolor.layer_names[#skycolor.layer_names]
|
||||
return skycolor.colors[last_layer]
|
||||
end,
|
||||
|
||||
-- Remove layer from colors table
|
||||
remove_layer = function(layer_name)
|
||||
for k, name in ipairs(skycolor.layer_names) do
|
||||
if name == layer_name then
|
||||
table.remove(skycolor.layer_names, k)
|
||||
skycolor.force_update = true
|
||||
return
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
-- Update sky color. If players not specified update sky for all players.
|
||||
update_sky_color = function(players)
|
||||
local color = skycolor.current_sky_layer_color()
|
||||
if (color == nil) then
|
||||
skycolor.active = false
|
||||
skycolor.set_default_sky()
|
||||
return
|
||||
end
|
||||
|
||||
players = skycolor.utils.get_players(players)
|
||||
for _, player in ipairs(players) do
|
||||
player:set_sky(color, "plain", nil)
|
||||
end
|
||||
end,
|
||||
|
||||
-- Returns current layer color in {r, g, b} format
|
||||
current_sky_layer_color = function()
|
||||
if #skycolor.layer_names == 0 then
|
||||
return nil
|
||||
end
|
||||
|
||||
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
|
||||
local timeofday = minetest.get_timeofday()
|
||||
local rounded_time = math.floor(timeofday * skycolor.max_val)
|
||||
local color = skycolor.utils.convert_to_rgb(skycolor.min_val, skycolor.max_val, rounded_time, skycolor.retrieve_layer())
|
||||
return color
|
||||
end,
|
||||
|
||||
-- Initialy used only on
|
||||
update_transition_sky_color = function()
|
||||
if #skycolor.layer_names == 0 then
|
||||
skycolor.active = false
|
||||
skycolor.set_default_sky()
|
||||
return
|
||||
end
|
||||
|
||||
local multiplier = 100
|
||||
local rounded_time = math.floor(skycolor.transition_timer * multiplier)
|
||||
if rounded_time >= skycolor.transition_time * multiplier then
|
||||
skycolor.stop_transition()
|
||||
return
|
||||
end
|
||||
|
||||
local color = skycolor.utils.convert_to_rgb(0, skycolor.transition_time * multiplier, rounded_time, skycolor.transition_colors)
|
||||
|
||||
local players = skycolor.utils.get_players(nil)
|
||||
for _, player in ipairs(players) do
|
||||
player:set_sky(color, "plain", nil)
|
||||
end
|
||||
end,
|
||||
|
||||
-- Reset sky color to game default. If players not specified update sky for all players.
|
||||
-- Could be sometimes useful but not recomended to use in general case as there may be other color layers
|
||||
-- which needs to preserve.
|
||||
set_default_sky = function(players)
|
||||
local players = skycolor.utils.get_players(players)
|
||||
for _, player in ipairs(players) do
|
||||
player:set_sky(nil, "regular", nil)
|
||||
end
|
||||
end,
|
||||
|
||||
init_transition = function()
|
||||
-- sadly default sky returns unpredictible colors so transition mode becomes usable only for user defined color layers
|
||||
-- Here '2' means that one color layer existed before new added and transition is posible.
|
||||
if #skycolor.layer_names < 2 then
|
||||
return
|
||||
end
|
||||
|
||||
local transition_start_color = skycolor.utils.get_current_bg_color()
|
||||
if (transition_start_color == nil) then
|
||||
return
|
||||
end
|
||||
local transition_end_color = skycolor.current_sky_layer_color()
|
||||
skycolor.transition_colors = {transition_start_color, transition_end_color}
|
||||
skycolor.transition_in_progress = true
|
||||
end,
|
||||
|
||||
stop_transition = function()
|
||||
skycolor.transition_in_progress = false
|
||||
skycolor.transition_colors = {}
|
||||
skycolor.transition_timer = 0
|
||||
end,
|
||||
|
||||
utils = {
|
||||
convert_to_rgb = function(minval, maxval, current_val, colors)
|
||||
local max_index = #colors - 1
|
||||
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
|
||||
local index1 = math.floor(val)
|
||||
local index2 = math.min(math.floor(val)+1, max_index + 1)
|
||||
local f = val - index1
|
||||
local c1 = colors[index1]
|
||||
local c2 = colors[index2]
|
||||
return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))}
|
||||
end,
|
||||
|
||||
-- Simply getter. Ether returns user given players list or get all connected players if none provided
|
||||
get_players = function(players)
|
||||
if players == nil or #players == 0 then
|
||||
players = minetest.get_connected_players()
|
||||
end
|
||||
return players
|
||||
end,
|
||||
|
||||
-- Returns first player sky color. I assume that all players are in same color layout.
|
||||
get_current_bg_color = function()
|
||||
local players = skycolor.utils.get_players(nil)
|
||||
for _, player in ipairs(players) do
|
||||
return player:get_sky()
|
||||
end
|
||||
return nil
|
||||
end
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
local timer = 0
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if skycolor.active ~= true or #minetest.get_connected_players() == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
if skycolor.smooth_transitions and skycolor.transition_in_progress then
|
||||
skycolor.transition_timer = skycolor.transition_timer + dtime
|
||||
skycolor.update_transition_sky_color()
|
||||
return
|
||||
end
|
||||
|
||||
if skycolor.force_update then
|
||||
skycolor.update_sky_color()
|
||||
skycolor.force_update = false
|
||||
return
|
||||
end
|
||||
|
||||
-- regular updates based on iterval
|
||||
timer = timer + dtime;
|
||||
if timer >= skycolor.update_interval then
|
||||
skycolor.update_sky_color()
|
||||
timer = 0
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
if (skycolor.active) then
|
||||
skycolor.update_sky_color({player})
|
||||
end
|
||||
end)
|
|
@ -0,0 +1,90 @@
|
|||
snow = {}
|
||||
|
||||
snow.particles_count = 15
|
||||
snow.init_done = false
|
||||
|
||||
-- calculates coordinates and draw particles for snow weather
|
||||
snow.add_rain_particles = function(player)
|
||||
rain.last_rp_count = 0
|
||||
for i=snow.particles_count, 1,-1 do
|
||||
local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
|
||||
random_pos_y = math.random() + math.random(player:getpos().y - 1, player:getpos().y + 7)
|
||||
if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
|
||||
rain.last_rp_count = rain.last_rp_count + 1
|
||||
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 = snow.get_texture(),
|
||||
playername = player:get_player_name()
|
||||
})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
snow.set_sky_box = function()
|
||||
skycolor.add_layer(
|
||||
"weather-pack-snow-sky",
|
||||
{{r=0, g=0, b=0},
|
||||
{r=241, g=244, b=249},
|
||||
{r=0, g=0, b=0}}
|
||||
)
|
||||
skycolor.active = true
|
||||
end
|
||||
|
||||
snow.clear = function()
|
||||
skycolor.remove_layer("weather-pack-snow-sky")
|
||||
snow.init_done = false
|
||||
end
|
||||
|
||||
-- Simple random texture getter
|
||||
snow.get_texture = function()
|
||||
local texture_name
|
||||
local random_number = math.random()
|
||||
if random_number > 0.5 then
|
||||
texture_name = "weather_pack_snow_snowflake1.png"
|
||||
else
|
||||
texture_name = "weather_pack_snow_snowflake2.png"
|
||||
end
|
||||
return texture_name;
|
||||
end
|
||||
|
||||
local timer = 0
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if weather.state ~= "snow" then
|
||||
return false
|
||||
end
|
||||
|
||||
timer = timer + dtime;
|
||||
if timer >= 0.5 then
|
||||
timer = 0
|
||||
else
|
||||
return
|
||||
end
|
||||
|
||||
if snow.init_done == false then
|
||||
snow.set_sky_box()
|
||||
snow.init_done = true
|
||||
end
|
||||
|
||||
for _, player in ipairs(minetest.get_connected_players()) do
|
||||
if (weather.is_underwater(player)) then
|
||||
return false
|
||||
end
|
||||
snow.add_rain_particles(player)
|
||||
end
|
||||
end)
|
||||
|
||||
-- register snow weather
|
||||
if weather.reg_weathers.snow == nil then
|
||||
weather.reg_weathers.snow = {
|
||||
chance = 10,
|
||||
clear = snow.clear
|
||||
}
|
||||
end
|
||||
|
After Width: | Height: | Size: 296 B |
After Width: | Height: | Size: 209 B |
After Width: | Height: | Size: 220 B |
After Width: | Height: | Size: 192 B |
After Width: | Height: | Size: 195 B |
|
@ -0,0 +1,37 @@
|
|||
-- turn off lightning mod 'auto mode'
|
||||
lightning.auto = false
|
||||
|
||||
thunder = {
|
||||
next_strike = 0,
|
||||
min_delay = 3,
|
||||
max_delay = 12,
|
||||
}
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if weather.state ~= "thunder" then
|
||||
return false
|
||||
end
|
||||
|
||||
rain.make_weather()
|
||||
|
||||
if (thunder.next_strike <= os.time()) then
|
||||
lightning.strike()
|
||||
local delay = math.random(thunder.min_delay, thunder.max_delay)
|
||||
thunder.next_strike = os.time() + delay
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
thunder.clear = function()
|
||||
rain.clear()
|
||||
end
|
||||
|
||||
-- register thunderstorm weather
|
||||
if weather.reg_weathers.thunder == nil then
|
||||
weather.reg_weathers.thunder = {
|
||||
chance = 5,
|
||||
clear = thunder.clear,
|
||||
min_duration = 120,
|
||||
max_duration = 600,
|
||||
}
|
||||
end
|
|
@ -0,0 +1,175 @@
|
|||
weather = {
|
||||
-- weather states, 'none' is default, other states depends from active mods
|
||||
state = "none",
|
||||
|
||||
-- player list for saving player meta info
|
||||
players = {},
|
||||
|
||||
-- time when weather should be re-calculated
|
||||
next_check = 0,
|
||||
|
||||
-- default weather recalculation interval
|
||||
check_interval = 300,
|
||||
|
||||
-- weather min duration
|
||||
min_duration = 240,
|
||||
|
||||
-- weather max duration
|
||||
max_duration = 3600,
|
||||
|
||||
-- weather calculated end time
|
||||
end_time = nil,
|
||||
|
||||
-- registered weathers
|
||||
reg_weathers = {},
|
||||
|
||||
-- automaticly calculates intervals and swap weathers
|
||||
auto_mode = true,
|
||||
|
||||
-- global flag to disable/enable ABM logic.
|
||||
allow_abm = true,
|
||||
}
|
||||
|
||||
weather.get_rand_end_time = function(min_duration, max_duration)
|
||||
if min_duration ~= nil and max_duration ~= nil then
|
||||
return os.time() + math.random(min_duration, max_duration);
|
||||
else
|
||||
return os.time() + math.random(weather.min_duration, weather.max_duration);
|
||||
end
|
||||
end
|
||||
|
||||
weather.is_outdoor = function(pos)
|
||||
if minetest.get_node_light({x=pos.x, y=pos.y + 1, z=pos.z}, 0.5) == 15 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- checks if player is undewater. This is needed in order to
|
||||
-- turn off weather particles generation.
|
||||
weather.is_underwater = function(player)
|
||||
local ppos = player:getpos()
|
||||
local offset = player:get_eye_offset()
|
||||
local player_eye_pos = {x = ppos.x + offset.x,
|
||||
y = ppos.y + offset.y + 1.5,
|
||||
z = ppos.z + offset.z}
|
||||
local node_level = minetest.get_node_level(player_eye_pos)
|
||||
if node_level == 8 or node_level == 7 then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- trying to locate position for particles by player look direction for performance reason.
|
||||
-- it is costly to generate many particles around player so goal is focus mainly on front view.
|
||||
weather.get_random_pos_by_player_look_dir = function(player)
|
||||
local look_dir = player:get_look_dir()
|
||||
local player_pos = player:getpos()
|
||||
|
||||
local random_pos_x = 0
|
||||
local random_pos_y = 0
|
||||
local random_pos_z = 0
|
||||
|
||||
if look_dir.x > 0 then
|
||||
if look_dir.z > 0 then
|
||||
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
|
||||
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
|
||||
else
|
||||
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
|
||||
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
|
||||
end
|
||||
else
|
||||
if look_dir.z > 0 then
|
||||
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
|
||||
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
|
||||
else
|
||||
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
|
||||
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
|
||||
end
|
||||
end
|
||||
|
||||
random_pos_y = math.random() + math.random(player_pos.y + 1, player_pos.y + 3)
|
||||
return random_pos_x, random_pos_y, random_pos_z
|
||||
end
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if weather.auto_mode == false then
|
||||
return 0
|
||||
end
|
||||
|
||||
-- recalculate weather only when there aren't currently any
|
||||
if (weather.state ~= "none") then
|
||||
if (weather.end_time ~= nil and weather.end_time <= os.time()) then
|
||||
weather.reg_weathers[weather.state].clear()
|
||||
weather.state = "none"
|
||||
end
|
||||
elseif (weather.next_check <= os.time()) then
|
||||
for weather_name, weather_meta in pairs(weather.reg_weathers) do
|
||||
weather.set_random_weather(weather_name, weather_meta)
|
||||
end
|
||||
-- fallback next_check set, weather 'none' will be.
|
||||
weather.next_check = os.time() + weather.check_interval
|
||||
end
|
||||
end)
|
||||
|
||||
-- sets random weather (which could be 'regular' (no weather)).
|
||||
weather.set_random_weather = function(weather_name, weather_meta)
|
||||
if weather.next_check > os.time() then return 0 end
|
||||
|
||||
if (weather_meta ~= nil and weather_meta.chance ~= nil) then
|
||||
local random_roll = math.random(0,100)
|
||||
if (random_roll <= weather_meta.chance) then
|
||||
weather.state = weather_name
|
||||
weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
|
||||
weather.next_check = os.time() + weather.check_interval
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_privilege("weather_manager", {
|
||||
description = "Gives ability to control weather",
|
||||
give_to_singleplayer = false
|
||||
})
|
||||
|
||||
-- Weather command definition. Set
|
||||
minetest.register_chatcommand("set_weather", {
|
||||
params = "<weather>",
|
||||
description = "Changes weather by given param, parameter none will remove weather.",
|
||||
privs = {weather_manager = true},
|
||||
func = function(name, param)
|
||||
if (param == "none") then
|
||||
if (weather.state ~= nil and weather.reg_weathers[weather.state] ~= nil) then
|
||||
weather.reg_weathers[weather.state].clear()
|
||||
weather.state = param
|
||||
end
|
||||
weather.state = "none"
|
||||
end
|
||||
|
||||
if (weather.reg_weathers ~= nil and weather.reg_weathers[param] ~= nil) then
|
||||
if (weather.state ~= nil and weather.state ~= "none" and weather.reg_weathers[weather.state] ~= nil) then
|
||||
weather.reg_weathers[weather.state].clear()
|
||||
end
|
||||
weather.state = param
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
-- Configuration setting which allows user to disable ABM for weathers (if they use it).
|
||||
-- Weather mods expected to be use this flag before registering ABM.
|
||||
local weather_allow_abm = minetest.setting_getbool("weather_allow_abm")
|
||||
if weather_allow_abm ~= nil and weather_allow_abm == false then
|
||||
weather.allow_abm = false
|
||||
end
|
||||
|
||||
-- Overrides nodes 'sunlight_propagates' attribute for efficient indoor check (e.g. for glass roof).
|
||||
-- Controlled from minetest.conf setting and by default it is disabled.
|
||||
-- To enable set weather_allow_override_nodes to true.
|
||||
-- Only new nodes will be effected (glass roof needs to be rebuilded).
|
||||
if minetest.setting_getbool("weather_allow_override_nodes") then
|
||||
if minetest.registered_nodes["default:glass"] then
|
||||
minetest.override_item("default:glass", {sunlight_propagates = false})
|
||||
end
|
||||
if minetest.registered_nodes["default:meselamp"] then
|
||||
minetest.override_item("default:meselamp", {sunlight_propagates = false})
|
||||
end
|
||||
end
|