forked from VoxeLibre/VoxeLibre
master #5
|
@ -81,17 +81,16 @@ end)
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-- register snow weather
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if mcl_weather.reg_weathers.snow == nil then
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mcl_weather.reg_weathers.snow = {
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clear = mcl_weather.snow.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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[80] = "rain",
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[100] = "thunder",
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}
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}
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mcl_weather.reg_weathers.snow = {
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clear = mcl_weather.snow.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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[80] = "rain",
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[100] = "thunder",
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}
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}
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end
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@ -6,8 +6,8 @@ mcl_weather.state = "none"
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-- player list for saving player meta info
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mcl_weather.players = {}
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-- default weather recalculation interval
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mcl_weather.check_interval = 300
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-- default weather check interval for global step
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mcl_weather.check_interval = 5
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-- weather min duration
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mcl_weather.min_duration = 600
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@ -25,14 +25,14 @@ mcl_weather.reg_weathers = {}
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mcl_weather.allow_abm = true
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mcl_weather.reg_weathers["none"] = {
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min_duration = mcl_weather.min_duration,
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max_duration = mcl_weather.max_duration,
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light_factor = nil,
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transitions = {
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[50] = "rain",
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[100] = "snow",
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},
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clear = function() end,
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min_duration = mcl_weather.min_duration,
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max_duration = mcl_weather.max_duration,
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light_factor = nil,
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transitions = {
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[50] = "rain",
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[100] = "snow",
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},
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clear = function() end,
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}
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local storage = minetest.get_mod_storage()
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@ -40,216 +40,220 @@ 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("verbose", "[mcl_weather] Weather data saved: state="..mcl_weather.state.." 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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end
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minetest.register_on_shutdown(save_weather)
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mcl_weather.get_rand_end_time = function(min_duration, max_duration)
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local r
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if min_duration ~= nil and max_duration ~= nil then
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r = math.random(min_duration, max_duration);
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else
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r = math.random(mcl_weather.min_duration, mcl_weather.max_duration);
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end
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return minetest.get_gametime() + r
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local r
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if min_duration ~= nil and max_duration ~= nil then
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r = math.random(min_duration, max_duration)
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else
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r = math.random(mcl_weather.min_duration, mcl_weather.max_duration)
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end
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return minetest.get_gametime() + r
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end
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mcl_weather.get_current_light_factor = function()
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if mcl_weather.state == "none" then
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return nil
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else
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return mcl_weather.reg_weathers[mcl_weather.state].light_factor
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end
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if mcl_weather.state == "none" then
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return nil
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else
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return mcl_weather.reg_weathers[mcl_weather.state].light_factor
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end
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end
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-- Returns true if pos is outdoor.
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-- Outdoor is defined as any node in the Overworld under open sky.
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-- FIXME: Nodes below glass also count as “outdoor”, this should not be the case.
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mcl_weather.is_outdoor = function(pos)
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local cpos = {x=pos.x, y=pos.y+1, z=pos.z}
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local dim = mcl_worlds.pos_to_dimension(cpos)
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if minetest.get_node_light(cpos, 0.5) == 15 and dim == "overworld" then
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return true
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end
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return false
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local cpos = {x=pos.x, y=pos.y+1, z=pos.z}
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local dim = mcl_worlds.pos_to_dimension(cpos)
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if minetest.get_node_light(cpos, 0.5) == 15 and dim == "overworld" then
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return true
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end
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return false
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end
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-- checks if player is undewater. This is needed in order to
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-- turn off weather particles generation.
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mcl_weather.is_underwater = function(player)
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local ppos = player:get_pos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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local ppos = player:get_pos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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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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mcl_weather.get_random_pos_by_player_look_dir = function(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 look_dir = player:get_look_dir()
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local player_pos = player:get_pos()
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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local random_pos_x = 0
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local random_pos_y = 0
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local random_pos_z = 0
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if look_dir.x > 0 then
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if look_dir.z > 0 then
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random_pos_x = math.random() + 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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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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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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if mcl_weather.end_time == nil then
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mcl_weather.end_time = mcl_weather.get_rand_end_time()
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end
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-- recalculate weather
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if mcl_weather.end_time <= minetest.get_gametime() then
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local changeWeather = minetest.settings:get_bool("mcl_doWeatherCycle")
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if changeWeather == nil then
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changeWeather = true
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end
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if changeWeather then
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mcl_weather.set_random_weather(mcl_weather.state, mcl_weather.reg_weathers[mcl_weather.state])
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else
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mcl_weather.end_time = mcl_weather.get_rand_end_time()
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end
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end
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t = t + dtime
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if t < wci then return end
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t = 0
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if mcl_weather.end_time == nil then
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mcl_weather.end_time = mcl_weather.get_rand_end_time()
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end
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-- recalculate weather
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if mcl_weather.end_time <= minetest.get_gametime() then
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local changeWeather = minetest.settings:get_bool("mcl_doWeatherCycle")
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if changeWeather == nil then
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changeWeather = true
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end
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if changeWeather then
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mcl_weather.set_random_weather(mcl_weather.state, mcl_weather.reg_weathers[mcl_weather.state])
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else
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mcl_weather.end_time = mcl_weather.get_rand_end_time()
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end
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end
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end)
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-- Sets random weather (which could be 'none' (no weather)).
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mcl_weather.set_random_weather = function(weather_name, weather_meta)
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if (weather_meta ~= nil) then
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local transitions = weather_meta.transitions
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local random_roll = math.random(0,100)
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local new_weather
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for v, weather in pairs(transitions) do
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if random_roll < v then
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new_weather = weather
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break
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end
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end
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if new_weather then
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mcl_weather.change_weather(new_weather)
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end
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end
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if weather_meta == nil then return end
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local transitions = weather_meta.transitions
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local random_roll = math.random(0,100)
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local new_weather
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for v, weather in pairs(transitions) do
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if random_roll < v then
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new_weather = weather
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break
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end
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end
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if new_weather then
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mcl_weather.change_weather(new_weather)
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end
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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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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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mcl_weather.state = new_weather
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local weather_meta = mcl_weather.reg_weathers[mcl_weather.state]
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if explicit_end_time then
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mcl_weather.end_time = explicit_end_time
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else
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mcl_weather.end_time = mcl_weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
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end
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mcl_weather.skycolor.update_sky_color()
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save_weather()
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return true
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end
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return false
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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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mcl_weather.state = new_weather
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local weather_meta = mcl_weather.reg_weathers[mcl_weather.state]
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if explicit_end_time then
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mcl_weather.end_time = explicit_end_time
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else
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mcl_weather.end_time = mcl_weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
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end
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mcl_weather.skycolor.update_sky_color()
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save_weather()
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return true
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end
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return false
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end
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mcl_weather.get_weather = function()
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return mcl_weather.state
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return mcl_weather.state
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end
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minetest.register_privilege("weather_manager", {
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description = S("Gives ability to control weather"),
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give_to_singleplayer = false
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description = S("Gives ability to control weather"),
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give_to_singleplayer = false
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})
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-- Weather command definition. Set
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minetest.register_chatcommand("weather", {
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params = "(clear | rain | snow | thunder) [<duration>]",
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description = S("Changes the weather to the specified parameter."),
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privs = {weather_manager = true},
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func = function(name, param)
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if (param == "") then
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return false, S("Error: No weather specified.")
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end
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local new_weather, end_time
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local parse1, parse2 = string.match(param, "(%w+) ?(%d*)")
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if parse1 then
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if parse1 == "clear" then
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new_weather = "none"
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else
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new_weather = parse1
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end
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else
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return false, S("Error: Invalid parameters.")
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end
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if parse2 then
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if type(tonumber(parse2)) == "number" then
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local duration = tonumber(parse2)
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if duration < 1 then
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return false, S("Error: Duration can't be less than 1 second.")
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end
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end_time = minetest.get_gametime() + duration
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end
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end
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params = "(clear | rain | snow | thunder) [<duration>]",
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description = S("Changes the weather to the specified parameter."),
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privs = {weather_manager = true},
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func = function(name, param)
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if (param == "") then
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return false, S("Error: No weather specified.")
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end
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local new_weather, end_time
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local parse1, parse2 = string.match(param, "(%w+) ?(%d*)")
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if parse1 then
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if parse1 == "clear" then
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new_weather = "none"
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else
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new_weather = parse1
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end
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else
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return false, S("Error: Invalid parameters.")
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end
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if parse2 then
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if type(tonumber(parse2)) == "number" then
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local duration = tonumber(parse2)
|
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if duration < 1 then
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return false, S("Error: Duration can't be less than 1 second.")
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end
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end_time = minetest.get_gametime() + duration
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||||
end
|
||||
end
|
||||
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local success = mcl_weather.change_weather(new_weather, end_time)
|
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if success then
|
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return true
|
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else
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return false, S("Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.")
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||||
end
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end
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local success = mcl_weather.change_weather(new_weather, end_time)
|
||||
if success then
|
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return true
|
||||
else
|
||||
return false, S("Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.")
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
minetest.register_chatcommand("toggledownfall", {
|
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params = "",
|
||||
description = S("Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)"),
|
||||
privs = {weather_manager = true},
|
||||
func = function(name, param)
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-- Currently rain/thunder/snow: Set weather to clear
|
||||
if mcl_weather.state ~= "none" then
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return mcl_weather.change_weather("none")
|
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params = "",
|
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description = S("Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)"),
|
||||
privs = {weather_manager = true},
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func = function(name, param)
|
||||
-- Currently rain/thunder/snow: Set weather to clear
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||||
if mcl_weather.state ~= "none" then
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return mcl_weather.change_weather("none")
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||||
|
||||
-- Currently clear: Set weather randomly to rain/thunder/snow
|
||||
else
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||||
local new = { "rain", "thunder", "snow" }
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||||
local r = math.random(1, #new)
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||||
return mcl_weather.change_weather(new[r])
|
||||
end
|
||||
end
|
||||
-- Currently clear: Set weather randomly to rain/thunder/snow
|
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else
|
||||
local new = { "rain", "thunder", "snow" }
|
||||
local r = math.random(1, #new)
|
||||
return mcl_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
|
||||
mcl_weather.allow_abm = false
|
||||
mcl_weather.allow_abm = false
|
||||
end
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue