diff --git a/mods/ENVIRONMENT/lightning/init.lua b/mods/ENVIRONMENT/lightning/init.lua index dfa19e60db..d1e751957f 100644 --- a/mods/ENVIRONMENT/lightning/init.lua +++ b/mods/ENVIRONMENT/lightning/init.lua @@ -34,7 +34,7 @@ local revertsky = function(dtime) return end - skycolor.remove_layer("lightning") + mcl_weather.skycolor.remove_layer("lightning") ps = {} end @@ -136,8 +136,8 @@ lightning.strike = function(pos) local name = player:get_player_name() if ps[name] == nil then ps[name] = {p = player, sky = sky} - skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true) - skycolor.active = true + mcl_weather.skycolor.add_layer("lightning", {{r=255,g=255,b=255}}, true) + mcl_weather.skycolor.active = true end end diff --git a/mods/ENVIRONMENT/weather_pack/README.md b/mods/ENVIRONMENT/mcl_weather/README.md similarity index 90% rename from mods/ENVIRONMENT/weather_pack/README.md rename to mods/ENVIRONMENT/mcl_weather/README.md index 09d83e3bd7..837a13d317 100644 --- a/mods/ENVIRONMENT/weather_pack/README.md +++ b/mods/ENVIRONMENT/mcl_weather/README.md @@ -1,6 +1,6 @@ -weather-pack +`mcl_weather` ======================= -Weather mod for Minetest (http://minetest.net/) +Weather mod for MineClone 2. Forked from `weather_pack`. Weathers included ----------------------- @@ -10,13 +10,13 @@ Weathers included Commands ----------------------- -`set_weather ` requires `weather_manager` privilege. +`weather `, requires `weather_manager` privilege. Dependencies ----------------------- Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod. -Configuration properties +Configuration prope, ties ----------------------- 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. diff --git a/mods/ENVIRONMENT/weather_pack/depends.txt b/mods/ENVIRONMENT/mcl_weather/depends.txt similarity index 100% rename from mods/ENVIRONMENT/weather_pack/depends.txt rename to mods/ENVIRONMENT/mcl_weather/depends.txt diff --git a/mods/ENVIRONMENT/mcl_weather/description.txt b/mods/ENVIRONMENT/mcl_weather/description.txt new file mode 100644 index 0000000000..0cd37d0d8f --- /dev/null +++ b/mods/ENVIRONMENT/mcl_weather/description.txt @@ -0,0 +1 @@ +Weather: Rain, snow, thunderstorm. diff --git a/mods/ENVIRONMENT/weather_pack/init.lua b/mods/ENVIRONMENT/mcl_weather/init.lua similarity index 86% rename from mods/ENVIRONMENT/weather_pack/init.lua rename to mods/ENVIRONMENT/mcl_weather/init.lua index f740cc0f1c..04f83f8caa 100644 --- a/mods/ENVIRONMENT/weather_pack/init.lua +++ b/mods/ENVIRONMENT/mcl_weather/init.lua @@ -1,4 +1,4 @@ -local modpath = minetest.get_modpath("weather_pack"); +local modpath = minetest.get_modpath("mcl_weather"); dofile(modpath.."/weather_core.lua") dofile(modpath.."/snow.lua") dofile(modpath.."/rain.lua") diff --git a/mods/ENVIRONMENT/mcl_weather/mod.conf b/mods/ENVIRONMENT/mcl_weather/mod.conf new file mode 100644 index 0000000000..4cc16984e5 --- /dev/null +++ b/mods/ENVIRONMENT/mcl_weather/mod.conf @@ -0,0 +1 @@ +name = mcl_weather diff --git a/mods/ENVIRONMENT/weather_pack/rain.lua b/mods/ENVIRONMENT/mcl_weather/rain.lua similarity index 63% rename from mods/ENVIRONMENT/weather_pack/rain.lua rename to mods/ENVIRONMENT/mcl_weather/rain.lua index 45a5a84cdc..ebddbd7516 100644 --- a/mods/ENVIRONMENT/weather_pack/rain.lua +++ b/mods/ENVIRONMENT/mcl_weather/rain.lua @@ -1,7 +1,7 @@ local PARTICLES_COUNT_RAIN = 30 local PARTICLES_COUNT_THUNDER = 45 -rain = { +mcl_weather.rain = { -- max rain particles created at time particles_count = PARTICLES_COUNT_RAIN, @@ -18,7 +18,7 @@ rain = { init_done = false, } -rain.sound_handler = function(player) +mcl_weather.rain.sound_handler = function(player) return minetest.sound_play("weather_rain", { object = player, max_hear_distance = 2, @@ -27,16 +27,16 @@ rain.sound_handler = function(player) end -- set skybox based on time (uses skycolor api) -rain.set_sky_box = function() - if weather.state == "rain" then - skycolor.add_layer( +mcl_weather.rain.set_sky_box = function() + if mcl_weather.state == "rain" then + mcl_weather.skycolor.add_layer( "weather-pack-rain-sky", {{r=0, g=0, b=0}, {r=85, g=86, b=98}, {r=175, g=175, b=191}, {r=85, g=86, b=98}, {r=0, g=0, b=0}}) - skycolor.active = true + mcl_weather.skycolor.active = true for _, player in pairs(minetest.get_connected_players()) do player:set_clouds({color="#5D5D5FE8"}) end @@ -45,13 +45,13 @@ end -- creating manually parctiles instead of particles spawner because of easier to control -- spawn position. -rain.add_rain_particles = function(player) +mcl_weather.rain.add_rain_particles = function(player) - rain.last_rp_count = 0 - for i=rain.particles_count, 1,-1 do - local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player) - if weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then - rain.last_rp_count = rain.last_rp_count + 1 + mcl_weather.rain.last_rp_count = 0 + for i=mcl_weather.rain.particles_count, 1,-1 do + local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player) + if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then + mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1 minetest.add_particle({ pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z}, velocity = {x=0, y=-10, z=0}, @@ -61,7 +61,7 @@ rain.add_rain_particles = function(player) collisiondetection = true, collision_removal = true, vertical = true, - texture = rain.get_texture(), + texture = mcl_weather.rain.get_texture(), playername = player:get_player_name() }) end @@ -69,7 +69,7 @@ rain.add_rain_particles = function(player) end -- Simple random texture getter -rain.get_texture = function() +mcl_weather.rain.get_texture = function() local texture_name local random_number = math.random() if random_number > 0.33 then @@ -84,42 +84,42 @@ end -- 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 +mcl_weather.rain.add_player = function(player) + if mcl_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 + mcl_weather.players[player:get_player_name()] = player_meta end end -- 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()] +mcl_weather.rain.remove_player = function(player) + local player_meta = mcl_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], true) player:set_clouds({color="#FFF0F0E5"}) - weather.players[player:get_player_name()] = nil + mcl_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()] +mcl_weather.rain.update_sound = function(player) + local player_meta = mcl_weather.players[player:get_player_name()] if player_meta ~= nil then if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then return false end if player_meta.sound_handler ~= nil then - if rain.last_rp_count == 0 then + if mcl_weather.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) + elseif mcl_weather.rain.last_rp_count > 0 then + player_meta.sound_handler = mcl_weather.rain.sound_handler(player) end player_meta.sound_updated = minetest.get_gametime() @@ -127,8 +127,8 @@ rain.update_sound = function(player) end -- rain sound removed from player. -rain.remove_sound = function(player) - local player_meta = weather.players[player:get_player_name()] +mcl_weather.rain.remove_sound = function(player) + local player_meta = mcl_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 @@ -136,55 +136,55 @@ rain.remove_sound = function(player) end -- callback function for removing rain -rain.clear = function() - rain.raining = false - rain.sky_last_update = -1 - rain.init_done = false - rain.set_particles_mode("rain") - skycolor.remove_layer("weather-pack-rain-sky") +mcl_weather.rain.clear = function() + mcl_weather.rain.raining = false + mcl_weather.rain.sky_last_update = -1 + mcl_weather.rain.init_done = false + mcl_weather.rain.set_particles_mode("rain") + mcl_weather.skycolor.remove_layer("weather-pack-rain-sky") for _, player in ipairs(minetest.get_connected_players()) do - rain.remove_sound(player) - rain.remove_player(player) + mcl_weather.rain.remove_sound(player) + mcl_weather.rain.remove_player(player) end end minetest.register_globalstep(function(dtime) - if weather.state ~= "rain" then + if mcl_weather.state ~= "rain" then return false end - rain.make_weather() + mcl_weather.rain.make_weather() end) -rain.make_weather = function() - if rain.init_done == false then - rain.raining = true - rain.set_sky_box() - rain.set_particles_mode(weather.mode) - rain.init_done = true +mcl_weather.rain.make_weather = function() + if mcl_weather.rain.init_done == false then + mcl_weather.rain.raining = true + mcl_weather.rain.set_sky_box() + mcl_weather.rain.set_particles_mode(mcl_weather.mode) + mcl_weather.rain.init_done = true end for _, player in ipairs(minetest.get_connected_players()) do - if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then - rain.remove_sound(player) + if (mcl_weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then + mcl_weather.rain.remove_sound(player) return false end - rain.add_player(player) - rain.add_rain_particles(player) - rain.update_sound(player) + mcl_weather.rain.add_player(player) + mcl_weather.rain.add_rain_particles(player) + mcl_weather.rain.update_sound(player) end end -- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops -rain.set_particles_mode = function(mode) +mcl_weather.rain.set_particles_mode = function(mode) if mode == "thunder" then - rain.particles_count = PARTICLES_COUNT_THUNDER + mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER else - rain.particles_count = PARTICLES_COUNT_RAIN + mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN end end -if weather.allow_abm then +if mcl_weather.allow_abm then -- ABM for extinguish fire minetest.register_abm({ label = "Rain extinguishes fire", @@ -192,8 +192,8 @@ if weather.allow_abm then 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 + if mcl_weather.rain.raining and mcl_weather.rain.extinguish_fire then + if mcl_weather.is_outdoor(pos) then minetest.remove_node(pos) minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 16, gain = 0.15}) end @@ -208,7 +208,7 @@ if weather.allow_abm then interval = 56.0, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) - if rain.raining and weather.is_outdoor(pos) then + if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then if node.name == "mcl_cauldrons:cauldron" then minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"}) elseif node.name == "mcl_cauldrons:cauldron_1" then @@ -227,7 +227,7 @@ if weather.allow_abm then interval = 22.0, chance = 3, action = function(pos, node, active_object_count, active_object_count_wider) - if rain.raining and weather.is_outdoor(pos) then + if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then if node.name == "mcl_farming:soil" then minetest.set_node(pos, {name="mcl_farming:soil_wet"}) end @@ -236,9 +236,9 @@ if weather.allow_abm then }) end -if weather.reg_weathers.rain == nil then - weather.reg_weathers.rain = { - clear = rain.clear, +if mcl_weather.reg_weathers.rain == nil then + mcl_weather.reg_weathers.rain = { + clear = mcl_weather.rain.clear, -- 10min - 20min min_duration = 600, max_duration = 1200, diff --git a/mods/ENVIRONMENT/weather_pack/screenshot.png b/mods/ENVIRONMENT/mcl_weather/screenshot.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/screenshot.png rename to mods/ENVIRONMENT/mcl_weather/screenshot.png diff --git a/mods/ENVIRONMENT/weather_pack/skycolor.lua b/mods/ENVIRONMENT/mcl_weather/skycolor.lua similarity index 61% rename from mods/ENVIRONMENT/weather_pack/skycolor.lua rename to mods/ENVIRONMENT/mcl_weather/skycolor.lua index 0131c2383b..e9357b9444 100644 --- a/mods/ENVIRONMENT/weather_pack/skycolor.lua +++ b/mods/ENVIRONMENT/mcl_weather/skycolor.lua @@ -1,4 +1,4 @@ -skycolor = { +mcl_weather.skycolor = { -- Should be activated before do any effect. active = true, @@ -38,26 +38,26 @@ skycolor = { -- 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) + mcl_weather.skycolor.colors[layer_name] = layer_color + table.insert(mcl_weather.skycolor.layer_names, layer_name) if (instant_update ~= true) then - skycolor.init_transition() + mcl_weather.skycolor.init_transition() end - skycolor.force_update = true + mcl_weather.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] + local last_layer = mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names] + return mcl_weather.skycolor.colors[last_layer] end, -- Remove layer from colors table remove_layer = function(layer_name) - for k, name in ipairs(skycolor.layer_names) do + for k, name in ipairs(mcl_weather.skycolor.layer_names) do if name == layer_name then - table.remove(skycolor.layer_names, k) - skycolor.force_update = true + table.remove(mcl_weather.skycolor.layer_names, k) + mcl_weather.skycolor.force_update = true return end end @@ -65,13 +65,13 @@ skycolor = { -- Update sky color. If players not specified update sky for all players. update_sky_color = function(players) - local color = skycolor.current_sky_layer_color() + local color = mcl_weather.skycolor.current_sky_layer_color() if (color == nil) then - skycolor.set_default_sky() + mcl_weather.skycolor.set_default_sky() return end - players = skycolor.utils.get_players(players) + players = mcl_weather.skycolor.utils.get_players(players) for _, player in ipairs(players) do local pos = player:getpos() local _, dim = mcl_util.y_to_layer(pos.y) @@ -83,34 +83,34 @@ skycolor = { -- Returns current layer color in {r, g, b} format current_sky_layer_color = function() - if #skycolor.layer_names == 0 then + if #mcl_weather.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. + -- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * mcl_weather.skycolor.max_val. 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()) + local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val) + local color = mcl_weather.skycolor.utils.convert_to_rgb(mcl_weather.skycolor.min_val, mcl_weather.skycolor.max_val, rounded_time, mcl_weather.skycolor.retrieve_layer()) return color end, -- Initialy used only on update_transition_sky_color = function() - if #skycolor.layer_names == 0 then - skycolor.set_default_sky() + if #mcl_weather.skycolor.layer_names == 0 then + mcl_weather.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() + local rounded_time = math.floor(mcl_weather.skycolor.transition_timer * multiplier) + if rounded_time >= mcl_weather.skycolor.transition_time * multiplier then + mcl_weather.skycolor.stop_transition() return end - local color = skycolor.utils.convert_to_rgb(0, skycolor.transition_time * multiplier, rounded_time, skycolor.transition_colors) + local color = mcl_weather.skycolor.utils.convert_to_rgb(0, mcl_weather.skycolor.transition_time * multiplier, rounded_time, mcl_weather.skycolor.transition_colors) - local players = skycolor.utils.get_players(nil) + local players = mcl_weather.skycolor.utils.get_players(nil) for _, player in ipairs(players) do local pos = player:getpos() local _, dim = mcl_util.y_to_layer(pos.y) @@ -124,7 +124,7 @@ skycolor = { -- 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) + local players = mcl_weather.skycolor.utils.get_players(players) for _, player in ipairs(players) do local pos = player:getpos() local _, dim = mcl_util.y_to_layer(pos.y) @@ -137,23 +137,23 @@ skycolor = { 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 + if #mcl_weather.skycolor.layer_names < 2 then return end - local transition_start_color = skycolor.utils.get_current_bg_color() + local transition_start_color = mcl_weather.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 + local transition_end_color = mcl_weather.skycolor.current_sky_layer_color() + mcl_weather.skycolor.transition_colors = {transition_start_color, transition_end_color} + mcl_weather.skycolor.transition_in_progress = true end, stop_transition = function() - skycolor.transition_in_progress = false - skycolor.transition_colors = {} - skycolor.transition_timer = 0 + mcl_weather.skycolor.transition_in_progress = false + mcl_weather.skycolor.transition_colors = {} + mcl_weather.skycolor.transition_timer = 0 end, utils = { @@ -178,7 +178,7 @@ skycolor = { -- 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) + local players = mcl_weather.skycolor.utils.get_players(nil) for _, player in ipairs(players) do return player:get_sky() end @@ -190,34 +190,34 @@ skycolor = { local timer = 0 minetest.register_globalstep(function(dtime) - if skycolor.active ~= true or #minetest.get_connected_players() == 0 then + if mcl_weather.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() + if mcl_weather.skycolor.smooth_transitions and mcl_weather.skycolor.transition_in_progress then + mcl_weather.skycolor.transition_timer = mcl_weather.skycolor.transition_timer + dtime + mcl_weather.skycolor.update_transition_sky_color() return end - if skycolor.force_update then - skycolor.update_sky_color() - skycolor.force_update = false + if mcl_weather.skycolor.force_update then + mcl_weather.skycolor.update_sky_color() + mcl_weather.skycolor.force_update = false return end -- regular updates based on iterval timer = timer + dtime; - if timer >= skycolor.update_interval then - skycolor.update_sky_color() + if timer >= mcl_weather.skycolor.update_interval then + mcl_weather.skycolor.update_sky_color() timer = 0 end end) local initsky = function(player) - if (skycolor.active) then - skycolor.force_update = true + if (mcl_weather.skycolor.active) then + mcl_weather.skycolor.force_update = true end -- MC-style clouds: Layer 127, thickness 4, fly to the “West” diff --git a/mods/ENVIRONMENT/weather_pack/snow.lua b/mods/ENVIRONMENT/mcl_weather/snow.lua similarity index 58% rename from mods/ENVIRONMENT/weather_pack/snow.lua rename to mods/ENVIRONMENT/mcl_weather/snow.lua index 99b31dcdd7..9e65f916c4 100644 --- a/mods/ENVIRONMENT/weather_pack/snow.lua +++ b/mods/ENVIRONMENT/mcl_weather/snow.lua @@ -1,16 +1,16 @@ -snow = {} +mcl_weather.snow = {} -snow.particles_count = 15 -snow.init_done = false +mcl_weather.snow.particles_count = 15 +mcl_weather.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) +mcl_weather.snow.add_snow_particles = function(player) + mcl_weather.rain.last_rp_count = 0 + for i=mcl_weather.snow.particles_count, 1,-1 do + local random_pos_x, random_pos_y, random_pos_z = mcl_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 + mcl_weather.rain.last_rp_count = mcl_weather.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)}, @@ -20,30 +20,30 @@ snow.add_rain_particles = function(player) collisiondetection = true, collision_removal = true, vertical = true, - texture = snow.get_texture(), + texture = mcl_weather.snow.get_texture(), playername = player:get_player_name() }) end end end -snow.set_sky_box = function() - skycolor.add_layer( +mcl_weather.snow.set_sky_box = function() + mcl_weather.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 + mcl_weather.skycolor.active = true end -snow.clear = function() - skycolor.remove_layer("weather-pack-snow-sky") - snow.init_done = false +mcl_weather.snow.clear = function() + mcl_weather.skycolor.remove_layer("weather-pack-snow-sky") + mcl_weather.snow.init_done = false end -- Simple random texture getter -snow.get_texture = function() +mcl_weather.snow.get_texture = function() local texture_name local random_number = math.random() if random_number > 0.5 then @@ -56,7 +56,7 @@ end local timer = 0 minetest.register_globalstep(function(dtime) - if weather.state ~= "snow" then + if mcl_weather.state ~= "snow" then return false end @@ -67,23 +67,23 @@ minetest.register_globalstep(function(dtime) return end - if snow.init_done == false then - snow.set_sky_box() - snow.init_done = true + if mcl_weather.snow.init_done == false then + mcl_weather.snow.set_sky_box() + mcl_weather.snow.init_done = true end for _, player in ipairs(minetest.get_connected_players()) do - if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then + if (mcl_weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then return false end - snow.add_rain_particles(player) + mcl_weather.snow.add_snow_particles(player) end end) -- register snow weather -if weather.reg_weathers.snow == nil then - weather.reg_weathers.snow = { - clear = snow.clear, +if mcl_weather.reg_weathers.snow == nil then + mcl_weather.reg_weathers.snow = { + clear = mcl_weather.snow.clear, -- 10min - 20min min_duration = 600, max_duration = 1200, diff --git a/mods/ENVIRONMENT/weather_pack/sounds/weather_rain.ogg b/mods/ENVIRONMENT/mcl_weather/sounds/weather_rain.ogg similarity index 100% rename from mods/ENVIRONMENT/weather_pack/sounds/weather_rain.ogg rename to mods/ENVIRONMENT/mcl_weather/sounds/weather_rain.ogg diff --git a/mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_1.png b/mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_1.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_1.png rename to mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_1.png diff --git a/mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_2.png b/mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_2.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_2.png rename to mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_2.png diff --git a/mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_3.png b/mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_3.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/textures/weather_pack_rain_raindrop_3.png rename to mods/ENVIRONMENT/mcl_weather/textures/weather_pack_rain_raindrop_3.png diff --git a/mods/ENVIRONMENT/weather_pack/textures/weather_pack_snow_snowflake1.png b/mods/ENVIRONMENT/mcl_weather/textures/weather_pack_snow_snowflake1.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/textures/weather_pack_snow_snowflake1.png rename to mods/ENVIRONMENT/mcl_weather/textures/weather_pack_snow_snowflake1.png diff --git a/mods/ENVIRONMENT/weather_pack/textures/weather_pack_snow_snowflake2.png b/mods/ENVIRONMENT/mcl_weather/textures/weather_pack_snow_snowflake2.png similarity index 100% rename from mods/ENVIRONMENT/weather_pack/textures/weather_pack_snow_snowflake2.png rename to mods/ENVIRONMENT/mcl_weather/textures/weather_pack_snow_snowflake2.png diff --git a/mods/ENVIRONMENT/mcl_weather/thunder.lua b/mods/ENVIRONMENT/mcl_weather/thunder.lua new file mode 100644 index 0000000000..5ea92297db --- /dev/null +++ b/mods/ENVIRONMENT/mcl_weather/thunder.lua @@ -0,0 +1,60 @@ +-- turn off lightning mod 'auto mode' +lightning.auto = false + +mcl_weather.thunder = { + next_strike = 0, + min_delay = 3, + max_delay = 12, + init_done = false, +} + +minetest.register_globalstep(function(dtime) + if mcl_weather.get_weather() ~= "thunder" then + return false + end + + mcl_weather.rain.set_particles_mode("thunder") + mcl_weather.rain.make_weather() + + if mcl_weather.thunder.init_done == false then + mcl_weather.skycolor.add_layer( + "weather-pack-thunder-sky", + {{r=0, g=0, b=0}, + {r=40, g=40, b=40}, + {r=85, g=86, b=86}, + {r=40, g=40, b=40}, + {r=0, g=0, b=0}}) + mcl_weather.skycolor.active = true + for _, player in pairs(minetest.get_connected_players()) do + player:set_clouds({color="#3D3D3FE8"}) + end + mcl_weather.thunder.init_done = true + end + + if (mcl_weather.thunder.next_strike <= minetest.get_gametime()) then + lightning.strike() + local delay = math.random(mcl_weather.thunder.min_delay, mcl_weather.thunder.max_delay) + mcl_weather.thunder.next_strike = minetest.get_gametime() + delay + end + +end) + +mcl_weather.thunder.clear = function() + mcl_weather.rain.clear() + mcl_weather.skycolor.remove_layer("weather-pack-thunder-sky") + mcl_weather.skycolor.remove_layer("lightning") + mcl_weather.thunder.init_done = false +end + +-- register thunderstorm weather +if mcl_weather.reg_weathers.thunder == nil then + mcl_weather.reg_weathers.thunder = { + clear = mcl_weather.thunder.clear, + -- 10min - 20min + min_duration = 600, + max_duration = 1200, + transitions = { + [100] = "rain", + } + } +end diff --git a/mods/ENVIRONMENT/weather_pack/weather_core.lua b/mods/ENVIRONMENT/mcl_weather/weather_core.lua similarity index 75% rename from mods/ENVIRONMENT/weather_pack/weather_core.lua rename to mods/ENVIRONMENT/mcl_weather/weather_core.lua index 74e2b9ae3c..f036cfd1ef 100644 --- a/mods/ENVIRONMENT/weather_pack/weather_core.lua +++ b/mods/ENVIRONMENT/mcl_weather/weather_core.lua @@ -1,4 +1,4 @@ -weather = { +mcl_weather = { -- weather states, 'none' is default, other states depends from active mods state = "none", @@ -27,9 +27,9 @@ weather = { allow_abm = true, } -weather.reg_weathers["none"] = { - min_duration = weather.min_duration, - max_duration = weather.max_duration, +mcl_weather.reg_weathers["none"] = { + min_duration = mcl_weather.min_duration, + max_duration = mcl_weather.max_duration, transitions = { [50] = "rain", [100] = "snow", @@ -37,12 +37,12 @@ weather.reg_weathers["none"] = { clear = function() end, } -weather.get_rand_end_time = function(min_duration, max_duration) +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(weather.min_duration, weather.max_duration); + r = math.random(mcl_weather.min_duration, mcl_weather.max_duration); end return minetest.get_gametime() + r end @@ -50,7 +50,7 @@ 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) +mcl_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 @@ -61,7 +61,7 @@ end -- checks if player is undewater. This is needed in order to -- turn off weather particles generation. -weather.is_underwater = function(player) +mcl_weather.is_underwater = function(player) local ppos = player:getpos() local offset = player:get_eye_offset() local player_eye_pos = {x = ppos.x + offset.x, @@ -76,7 +76,7 @@ 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) +mcl_weather.get_random_pos_by_player_look_dir = function(player) local look_dir = player:get_look_dir() local player_pos = player:getpos() @@ -107,21 +107,21 @@ weather.get_random_pos_by_player_look_dir = function(player) end minetest.register_globalstep(function(dtime) - if weather.auto_mode == false then + if mcl_weather.auto_mode == false then return 0 end - if weather.end_time == nil then - weather.end_time = weather.get_rand_end_time() + if mcl_weather.end_time == nil then + mcl_weather.end_time = mcl_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]) + if mcl_weather.end_time <= minetest.get_gametime() then + mcl_weather.set_random_weather(mcl_weather.state, mcl_weather.reg_weathers[mcl_weather.state]) end end) -- Sets random weather (which could be 'none' (no weather)). -weather.set_random_weather = function(weather_name, weather_meta) +mcl_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) @@ -133,26 +133,26 @@ weather.set_random_weather = function(weather_name, weather_meta) end end if new_weather then - weather.change_weather(new_weather) + mcl_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() +mcl_weather.change_weather = function(new_weather) + 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 - 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) + mcl_weather.state = new_weather + local weather_meta = mcl_weather.reg_weathers[mcl_weather.state] + mcl_weather.end_time = mcl_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 +mcl_weather.get_weather = function() + return mcl_weather.state end minetest.register_privilege("weather_manager", { @@ -175,7 +175,7 @@ minetest.register_chatcommand("weather", { else new_weather = param end - local success = weather.change_weather(new_weather) + local success = mcl_weather.change_weather(new_weather) if success then return true else @@ -190,14 +190,14 @@ minetest.register_chatcommand("toggledownfall", { 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") + if mcl_weather.state ~= "none" then + return mcl_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]) + return mcl_weather.change_weather(new[r]) end end }) @@ -206,5 +206,5 @@ minetest.register_chatcommand("toggledownfall", { -- 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 + mcl_weather.allow_abm = false end diff --git a/mods/ENVIRONMENT/weather_pack/description.txt b/mods/ENVIRONMENT/weather_pack/description.txt deleted file mode 100644 index 6efa41ed96..0000000000 --- a/mods/ENVIRONMENT/weather_pack/description.txt +++ /dev/null @@ -1 +0,0 @@ -Set of weathers for minetest. \ No newline at end of file diff --git a/mods/ENVIRONMENT/weather_pack/mod.conf b/mods/ENVIRONMENT/weather_pack/mod.conf deleted file mode 100644 index 7baa0476ad..0000000000 --- a/mods/ENVIRONMENT/weather_pack/mod.conf +++ /dev/null @@ -1 +0,0 @@ -name = weather_pack diff --git a/mods/ENVIRONMENT/weather_pack/thunder.lua b/mods/ENVIRONMENT/weather_pack/thunder.lua deleted file mode 100644 index fdab50604e..0000000000 --- a/mods/ENVIRONMENT/weather_pack/thunder.lua +++ /dev/null @@ -1,60 +0,0 @@ --- turn off lightning mod 'auto mode' -lightning.auto = false - -thunder = { - next_strike = 0, - min_delay = 3, - max_delay = 12, - init_done = false, -} - -minetest.register_globalstep(function(dtime) - if weather.state ~= "thunder" then - return false - end - - rain.set_particles_mode("thunder") - rain.make_weather() - - if thunder.init_done == false then - skycolor.add_layer( - "weather-pack-thunder-sky", - {{r=0, g=0, b=0}, - {r=40, g=40, b=40}, - {r=85, g=86, b=86}, - {r=40, g=40, b=40}, - {r=0, g=0, b=0}}) - skycolor.active = true - for _, player in pairs(minetest.get_connected_players()) do - player:set_clouds({color="#3D3D3FE8"}) - end - thunder.init_done = true - end - - if (thunder.next_strike <= minetest.get_gametime()) then - lightning.strike() - local delay = math.random(thunder.min_delay, thunder.max_delay) - thunder.next_strike = minetest.get_gametime() + delay - end - -end) - -thunder.clear = function() - rain.clear() - skycolor.remove_layer("weather-pack-thunder-sky") - skycolor.remove_layer("lightning") - thunder.init_done = false -end - --- register thunderstorm weather -if weather.reg_weathers.thunder == nil then - weather.reg_weathers.thunder = { - clear = thunder.clear, - -- 10min - 20min - min_duration = 600, - max_duration = 1200, - transitions = { - [100] = "rain", - } - } -end diff --git a/mods/ITEMS/mcl_beds/depends.txt b/mods/ITEMS/mcl_beds/depends.txt index a7964cfdbb..17dcb0f578 100644 --- a/mods/ITEMS/mcl_beds/depends.txt +++ b/mods/ITEMS/mcl_beds/depends.txt @@ -3,4 +3,4 @@ mcl_util? mcl_wool? mcl_dye? mcl_tnt? -weather_pack? +mcl_weather? diff --git a/mods/ITEMS/mcl_beds/functions.lua b/mods/ITEMS/mcl_beds/functions.lua index a00a534c25..fae2eac766 100644 --- a/mods/ITEMS/mcl_beds/functions.lua +++ b/mods/ITEMS/mcl_beds/functions.lua @@ -5,7 +5,7 @@ local enable_respawn = minetest.settings:get_bool("enable_bed_respawn") if enable_respawn == nil then enable_respawn = true end -local weather_mod = minetest.get_modpath("weather_pack") ~= nil +local weather_mod = minetest.get_modpath("mcl_weather") ~= nil -- Helper functions @@ -148,8 +148,8 @@ end function mcl_beds.skip_thunderstorm() -- Skip thunderstorm - if weather_mod and weather.get_weather() == "thunder" then - weather.change_weather("none") + if weather_mod and mcl_weather.get_weather() == "thunder" then + mcl_weather.change_weather("none") -- Sleep for a half day (=minimum thunderstorm duration) minetest.set_timeofday((minetest.get_timeofday() + 0.5) % 1) return true @@ -174,7 +174,7 @@ function mcl_beds.on_rightclick(pos, player) local tod = minetest.get_timeofday() * 24000 -- Values taken from Minecraft Wiki with offset of +6000 - if tod < 18541 and tod > 5458 and (not weather_mod or (weather.get_weather() ~= "thunder")) then + if tod < 18541 and tod > 5458 and (not weather_mod or (mcl_weather.get_weather() ~= "thunder")) then if mcl_beds.player[name] then lay_down(player, nil, nil, false) end diff --git a/mods/ITEMS/mcl_farming/depends.txt b/mods/ITEMS/mcl_farming/depends.txt index 7cdd8c91de..1d45560144 100644 --- a/mods/ITEMS/mcl_farming/depends.txt +++ b/mods/ITEMS/mcl_farming/depends.txt @@ -2,6 +2,6 @@ mcl_core mcl_sounds mcl_wool mcl_torches -weather_pack +mcl_weather mobs_mc doc? diff --git a/mods/ITEMS/mcl_farming/soil.lua b/mods/ITEMS/mcl_farming/soil.lua index 4c5882ee16..25ef7af71c 100644 --- a/mods/ITEMS/mcl_farming/soil.lua +++ b/mods/ITEMS/mcl_farming/soil.lua @@ -88,8 +88,8 @@ minetest.register_abm({ -- The decay branch (make farmland dry or turn back to dirt) -- Don't decay while it's raining - if rain.raining then - if weather.is_outdoor(pos) then + if mcl_weather.rain.raining then + if mcl_weather.is_outdoor(pos) then return end end diff --git a/mods/PLAYER/mcl_playerplus/depends.txt b/mods/PLAYER/mcl_playerplus/depends.txt index 467d9b1381..b634d8949e 100644 --- a/mods/PLAYER/mcl_playerplus/depends.txt +++ b/mods/PLAYER/mcl_playerplus/depends.txt @@ -6,4 +6,4 @@ mcl_hunger mcl_death_messages mcl_playerinfo 3d_armor? -weather_pack +mcl_weather diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index f7db4faf46..38ed67dd9a 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -157,7 +157,7 @@ minetest.register_globalstep(function(dtime) local _, dim = mcl_util.y_to_layer(pos.y) -- Set dimension skies. -- FIXME: Sky handling in MCL2 is held together with lots of duct tape. - -- This only works beause weather_pack currently does not touch the sky for players below the height used for this check. + -- This only works beause mcl_weather currently does not touch the sky for players below the height used for this check. -- There should be a real skybox API. if dim == "void" then player:set_sky("#000000", "plain", nil, false) @@ -167,7 +167,7 @@ minetest.register_globalstep(function(dtime) elseif dim == "nether" then player:set_sky("#300808", "plain", nil, false) else - skycolor.update_sky_color({player}) + mcl_weather.skycolor.update_sky_color({player}) end if void_deadly then -- Player is deep into the void, deal void damage