VoxeLibre/mods/ENVIRONMENT/weather_pack/weather_core.lua

211 lines
6.5 KiB
Lua

weather = {
-- weather states, 'none' is default, other states depends from active mods
state = "none",
-- player list for saving player meta info
players = {},
-- default weather recalculation interval
check_interval = 300,
-- weather min duration
min_duration = 600,
-- weather max duration
max_duration = 9000,
-- 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.reg_weathers["none"] = {
min_duration = weather.min_duration,
max_duration = weather.max_duration,
transitions = {
[50] = "rain",
[100] = "snow",
},
clear = function() end,
}
weather.get_rand_end_time = function(min_duration, max_duration)
local r
if min_duration ~= nil and max_duration ~= nil then
r = math.random(min_duration, max_duration);
else
r = math.random(weather.min_duration, weather.max_duration);
end
return minetest.get_gametime() + r
end
-- Returns true if pos is outdoor.
-- Outdoor is defined as any node in the Overworld under open sky.
-- FIXME: Nodes below glass also count as “outdoor”, this should not be the case.
weather.is_outdoor = function(pos)
local cpos = {x=pos.x, y=pos.y+1, z=pos.z}
local _, dim = mcl_util.y_to_layer(cpos.y)
if minetest.get_node_light(cpos, 0.5) == 15 and dim == "overworld" 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
if weather.end_time == nil then
weather.end_time = weather.get_rand_end_time()
end
-- recalculate weather
if weather.end_time <= minetest.get_gametime() then
weather.set_random_weather(weather.state, weather.reg_weathers[weather.state])
end
end)
-- Sets random weather (which could be 'none' (no weather)).
weather.set_random_weather = function(weather_name, weather_meta)
if (weather_meta ~= nil) then
local transitions = weather_meta.transitions
local random_roll = math.random(0,100)
local new_weather
for v, weather in pairs(transitions) do
if random_roll < v then
new_weather = weather
break
end
end
if new_weather then
weather.change_weather(new_weather)
end
end
end
weather.change_weather = function(new_weather)
if (weather.reg_weathers ~= nil and weather.reg_weathers[new_weather] ~= nil) then
if (weather.state ~= nil and weather.reg_weathers[weather.state] ~= nil) then
weather.reg_weathers[weather.state].clear()
end
weather.state = new_weather
local weather_meta = weather.reg_weathers[weather.state]
weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
return true
end
return false
end
weather.get_weather = function()
return weather.state
end
minetest.register_privilege("weather_manager", {
description = "Gives ability to control weather",
give_to_singleplayer = false
})
-- Weather command definition. Set
minetest.register_chatcommand("weather", {
params = "clear | rain | snow | thunder",
description = "Changes the weather to the specified parameter.",
privs = {weather_manager = true},
func = function(name, param)
if (param == "") then
return false, "Error: No weather specified."
end
local new_weather
if param == "clear" then
new_weather = "none"
else
new_weather = param
end
local success = weather.change_weather(new_weather)
if success then
return true
else
return false, "Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”."
end
end
})
minetest.register_chatcommand("toggledownfall", {
params = "",
description = "Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)",
privs = {weather_manager = true},
func = function(name, param)
-- Currently rain/thunder/snow: Set weather to clear
if weather.state ~= "none" then
return weather.change_weather("none")
-- Currently clear: Set weather randomly to rain/thunder/snow
else
local new = { "rain", "thunder", "snow" }
local r = math.random(1, #new)
return weather.change_weather(new[r])
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.settings:get_bool("weather_allow_abm")
if weather_allow_abm ~= nil and weather_allow_abm == false then
weather.allow_abm = false
end