forked from VoxeLibre/VoxeLibre
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No commits in common. "fix-weather-lag" and "master" have entirely different histories.
fix-weathe
...
master
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@ -1,5 +1,5 @@
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local PARTICLES_COUNT_RAIN = 100
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local PARTICLES_COUNT_THUNDER = 300
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local PARTICLES_COUNT_RAIN = 30
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local PARTICLES_COUNT_THUNDER = 45
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local get_connected_players = minetest.get_connected_players
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@ -19,45 +19,6 @@ mcl_weather.rain = {
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init_done = false,
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}
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local update_sound={}
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local vel=math.random(0,3)
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local falling_speed=math.random(10,15)
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local size = math.random(1,3)
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local psdef= {
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amount = mcl_weather.rain.particles_count,
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time=0,
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minpos = vector.new(-6,3,-6),
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maxpos = vector.new(6,15,6),
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minvel = vector.new(-vel,-falling_speed,-vel),
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maxvel = vector.new(vel,-falling_speed+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,-0.4,0),
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minexptime = 0.5,
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maxexptime = 2,
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minsize = size,
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maxsize= size*2,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local psdef_backsplash= {
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amount = 10,
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time=0,
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minpos = vector.new(-3,-1,-3),
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maxpos = vector.new(3,0,3),
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minvel = vector.new(-vel,falling_speed*2,-vel),
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maxvel = math.random(vel,falling_speed*2+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,0,0),
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minexptime = 0.1,
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maxexptime = 0.2,
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minsize = size*0.1,
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maxsize= size*0.5,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local textures = {"weather_pack_rain_raindrop_1.png", "weather_pack_rain_raindrop_2.png", "weather_pack_rain_raindrop_1.png"}
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function mcl_weather.rain.sound_handler(player)
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return minetest.sound_play("weather_rain", {
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@ -83,18 +44,42 @@ function mcl_weather.rain.set_sky_box()
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end
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end
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-- no no no NO NO f*.. no. no manual particle creatin' PLS!! this sends EVERY particle over the net.
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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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function mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.last_rp_count = mcl_weather.rain.particles_count
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for k,v in pairs(textures) do
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psdef.texture=v
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mcl_weather.add_spawner_player(player,"rain"..k,psdef)
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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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psdef_backsplash.texture=textures[math.random(1,#textures)]
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local l=mcl_weather.add_spawner_player(player,"rainbacksplash",psdef_backsplash)
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if l then
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update_sound[player:get_player_name()]=true
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end
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-- Simple random texture getter
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function mcl_weather.rain.get_texture()
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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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@ -104,7 +89,6 @@ function mcl_weather.rain.add_player(player)
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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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update_sound[player:get_player_name()]=true
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end
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end
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@ -115,15 +99,26 @@ function mcl_weather.rain.remove_player(player)
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if player_meta and player_meta.origin_sky 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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update_sound[player:get_player_name()]=true
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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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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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function mcl_weather.rain.update_sound(player)
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if not update_sound[player:get_player_name()] then return end
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta then
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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@ -141,7 +136,6 @@ function mcl_weather.rain.update_sound(player)
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player_meta.sound_updated = minetest.get_gametime()
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end
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update_sound[player:get_player_name()]=false
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end
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-- rain sound removed from player.
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@ -164,8 +158,7 @@ function mcl_weather.rain.clear()
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for _, player in pairs(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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mcl_weather.remove_spawners_player(player)
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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@ -184,10 +177,8 @@ function mcl_weather.rain.make_weather()
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end
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for _, player in pairs(get_connected_players()) do
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local pos=player:get_pos()
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if mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(pos) or not mcl_weather.is_outdoor(pos) then
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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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mcl_weather.remove_spawners_player(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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@ -199,12 +190,8 @@ end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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function mcl_weather.rain.set_particles_mode(mode)
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if mode == "thunder" then
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psdef.amount=PARTICLES_COUNT_THUNDER
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psdef_backsplash.amount=PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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psdef.amount=PARTICLES_COUNT_RAIN
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psdef_backsplash.amount=PARTICLES_COUNT_RAIN
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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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@ -5,25 +5,30 @@ mcl_weather.snow = {}
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mcl_weather.snow.particles_count = 15
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mcl_weather.snow.init_done = false
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local psdef= {
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amount = 99,
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time = 0, --stay on til we turn it off
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minpos = vector.new(-15,-5,-15),
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maxpos =vector.new(15,10,15),
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minvel = vector.new(0,-1,0),
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maxvel = vector.new(0,-4,0),
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minacc = vector.new(0,-1,0),
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maxacc = vector.new(0,-4,0),
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minexptime = 1,
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maxexptime = 1,
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minsize = 0.5,
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maxsize = 5,
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collisiondetection = true,
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collision_removal = true,
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object_collision = true,
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vertical = true,
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glow = 1
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}
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-- calculates coordinates and draw particles for snow weather
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function mcl_weather.snow.add_snow_particles(player)
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mcl_weather.rain.last_rp_count = 0
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for i=mcl_weather.snow.particles_count, 1,-1 do
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local random_pos_x, _, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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local random_pos_y = math.random() + math.random(player:get_pos().y - 1, player:get_pos().y + 7)
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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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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 = math.random(-100,100)*0.001, y = math.random(-300,-100)*0.004, z = math.random(-100,100)*0.001},
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acceleration = {x = 0, y=0, z = 0},
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expirationtime = 8.0,
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size = 1,
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collisiondetection = true,
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collision_removal = true,
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object_collision = false,
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vertical = false,
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texture = mcl_weather.snow.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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function mcl_weather.snow.set_sky_box()
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mcl_weather.skycolor.add_layer(
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@ -43,7 +48,6 @@ end
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function mcl_weather.snow.clear()
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mcl_weather.skycolor.remove_layer("weather-pack-snow-sky")
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mcl_weather.snow.init_done = false
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mcl_weather.remove_all_spawners()
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end
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-- Simple random texture getter
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@ -70,14 +74,10 @@ minetest.register_globalstep(function(dtime)
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end
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for _, player in pairs(get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos()) or not mcl_weather.is_outdoor(player:get_pos())) then
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mcl_weather.remove_spawners_player(player)
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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return false
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end
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for i=1,2 do
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psdef.texture="weather_pack_snow_snowflake"..i..".png"
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mcl_weather.add_spawner_player(player,"snow"..i,psdef)
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end
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mcl_weather.snow.add_snow_particles(player)
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end
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end)
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@ -47,35 +47,6 @@ local function save_weather()
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end
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minetest.register_on_shutdown(save_weather)
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local particlespawners={}
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function mcl_weather.add_spawner_player(pl,id,ps)
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local name=pl:get_player_name()
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if not particlespawners[name] then
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particlespawners[name] = {}
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end
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if not particlespawners[name][id] then
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ps.playername =name
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ps.attached = pl
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particlespawners[name][id]=minetest.add_particlespawner(ps)
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return particlespawners[name][id]
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end
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end
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function mcl_weather.remove_spawners_player(pl)
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local name=pl:get_player_name()
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if not particlespawners[name] then return end
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for k,v in pairs(particlespawners[name]) do
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minetest.delete_particlespawner(v)
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end
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particlespawners[name] = nil
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return true
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end
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function mcl_weather.remove_all_spawners()
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for k,v in pairs(minetest.get_connected_players()) do
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mcl_weather.remove_spawners_player(v)
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end
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end
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function mcl_weather.get_rand_end_time(min_duration, max_duration)
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local r
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if min_duration and max_duration then
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@ -121,6 +92,36 @@ function mcl_weather.is_underwater(player)
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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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function mcl_weather.get_random_pos_by_player_look_dir(player)
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local look_dir = player:get_look_dir()
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local player_pos = player:get_pos()
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local random_pos_x, random_pos_y, random_pos_z
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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() + math.random(player_pos.x - 2.5, player_pos.x + 5)
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random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
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else
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random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
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random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
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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() + math.random(player_pos.x - 5, player_pos.x + 2.5)
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random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
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else
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random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
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random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
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end
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end
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random_pos_y = math.random() + math.random(player_pos.y + 10, player_pos.y + 15)
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return random_pos_x, random_pos_y, random_pos_z
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end
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local t, wci = 0, mcl_weather.check_interval
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minetest.register_globalstep(function(dtime)
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