MineClone2/mods/ENVIRONMENT/mcl_weather/weather_core.lua

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local S = minetest.get_translator("mcl_weather")
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-- weather states, 'none' is default, other states depends from active mods
mcl_weather.state = "none"
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-- player list for saving player meta info
mcl_weather.players = {}
-- default weather check interval for global step
mcl_weather.check_interval = 5
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-- weather min duration
mcl_weather.min_duration = 600
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-- weather max duration
mcl_weather.max_duration = 9000
-- weather calculated end time
mcl_weather.end_time = nil
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-- registered weathers
mcl_weather.reg_weathers = {}
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-- global flag to disable/enable ABM logic.
mcl_weather.allow_abm = true
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mcl_weather.reg_weathers["none"] = {
min_duration = mcl_weather.min_duration,
max_duration = mcl_weather.max_duration,
light_factor = nil,
transitions = {
[50] = "rain",
[100] = "snow",
},
clear = function() end,
}
local storage = minetest.get_mod_storage()
-- Save weather into mod storage, so it can be loaded after restarting the server
local save_weather = function()
storage:set_string("mcl_weather_state", mcl_weather.state)
storage:set_int("mcl_weather_end_time", mcl_weather.end_time)
minetest.log("verbose", "[mcl_weather] Weather data saved: state="..mcl_weather.state.." end_time="..mcl_weather.end_time)
end
minetest.register_on_shutdown(save_weather)
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mcl_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(mcl_weather.min_duration, mcl_weather.max_duration)
end
return minetest.get_gametime() + r
end
mcl_weather.get_current_light_factor = function()
if mcl_weather.state == "none" then
return nil
else
return mcl_weather.reg_weathers[mcl_weather.state].light_factor
end
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.
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mcl_weather.is_outdoor = function(pos)
local cpos = {x=pos.x, y=pos.y+1, z=pos.z}
local dim = mcl_worlds.pos_to_dimension(cpos)
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.
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mcl_weather.is_underwater = function(player)
local ppos = player:get_pos()
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.
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mcl_weather.get_random_pos_by_player_look_dir = function(player)
local look_dir = player:get_look_dir()
local player_pos = player:get_pos()
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 + 10, player_pos.y + 15)
return random_pos_x, random_pos_y, random_pos_z
end
local t, wci = 0, mcl_weather.check_interval
minetest.register_globalstep(function(dtime)
t = t + dtime
if t < wci then return end
t = 0
if mcl_weather.end_time == nil then
mcl_weather.end_time = mcl_weather.get_rand_end_time()
end
-- recalculate weather
if mcl_weather.end_time <= minetest.get_gametime() then
local changeWeather = minetest.settings:get_bool("mcl_doWeatherCycle")
if changeWeather == nil then
changeWeather = true
end
if changeWeather then
mcl_weather.set_random_weather(mcl_weather.state, mcl_weather.reg_weathers[mcl_weather.state])
else
mcl_weather.end_time = mcl_weather.get_rand_end_time()
end
end
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)
if weather_meta == nil then return end
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
mcl_weather.change_weather(new_weather)
end
end
-- Change weather to new_weather.
-- * explicit_end_time is OPTIONAL. If specified, explicitly set the
-- gametime (minetest.get_gametime) in which the weather ends.
-- * changer is OPTIONAL, for logging purposes.
mcl_weather.change_weather = function(new_weather, explicit_end_time, changer_name)
local changer_name = changer_name or debug.getinfo(2).name.."()"
if (mcl_weather.reg_weathers ~= nil and mcl_weather.reg_weathers[new_weather] ~= nil) then
if (mcl_weather.state ~= nil and mcl_weather.reg_weathers[mcl_weather.state] ~= nil) then
mcl_weather.reg_weathers[mcl_weather.state].clear()
end
local old_weather = mcl_weather.state
mcl_weather.state = new_weather
if old_weather == "none" then
old_weather = "clear"
end
if new_weather == "none" then
new_weather = "clear"
end
minetest.log("action", "[mcl_weather] " .. changer_name .. " changed the weather from " .. old_weather .. " to " .. new_weather)
local weather_meta = mcl_weather.reg_weathers[mcl_weather.state]
if explicit_end_time then
mcl_weather.end_time = explicit_end_time
else
mcl_weather.end_time = mcl_weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
end
mcl_weather.skycolor.update_sky_color()
save_weather()
return true
end
return false
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end
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mcl_weather.get_weather = function()
return mcl_weather.state
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end
minetest.register_privilege("weather_manager", {
description = S("Gives ability to control weather"),
give_to_singleplayer = false
})
-- Weather command definition. Set
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minetest.register_chatcommand("weather", {
params = "(clear | rain | snow | thunder) [<duration>]",
description = S("Changes the weather to the specified parameter."),
privs = {weather_manager = true},
func = function(name, param)
if (param == "") then
return false, S("Error: No weather specified.")
end
local new_weather, end_time
local parse1, parse2 = string.match(param, "(%w+) ?(%d*)")
if parse1 then
if parse1 == "clear" then
new_weather = "none"
else
new_weather = parse1
end
else
return false, S("Error: Invalid parameters.")
end
if parse2 then
if type(tonumber(parse2)) == "number" then
local duration = tonumber(parse2)
if duration < 1 then
return false, S("Error: Duration can't be less than 1 second.")
end
end_time = minetest.get_gametime() + duration
end
end
local success = mcl_weather.change_weather(new_weather, end_time, name)
if success then
return true
else
return false, S("Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.")
end
end
})
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minetest.register_chatcommand("toggledownfall", {
params = "",
description = S("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 mcl_weather.state ~= "none" then
return mcl_weather.change_weather("none", nil, name)
-- Currently clear: Set weather randomly to rain/thunder/snow
else
local new = { "rain", "thunder", "snow" }
local r = math.random(1, #new)
return mcl_weather.change_weather(new[r], nil, name)
end
end
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})
-- 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
end
local load_weather = function()
local weather = storage:get_string("mcl_weather_state")
if weather and weather ~= "" then
mcl_weather.state = weather
mcl_weather.end_time = storage:get_int("mcl_weather_end_time")
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mcl_weather.change_weather(weather, mcl_weather.end_time)
if type(mcl_weather.end_time) ~= "number" then
-- Fallback in case of corrupted end time
mcl_weather.end_time = mcl_weather.min_duration
end
minetest.log("action", "[mcl_weather] Weather restored.")
else
minetest.log("action", "[mcl_weather] No weather data found. Starting with clear weather.")
end
end
load_weather()