redesign the api to have player individual weather
This commit is contained in:
parent
3d9c292590
commit
63a27f5fcc
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@ -21,7 +21,6 @@ read_globals = {
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globals = {
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"weather",
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"weather_mod"
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}
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exclude_files = {"weather/development/"}
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106
weather/api.lua
106
weather/api.lua
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@ -1,4 +1,6 @@
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weather_mod.registered_downfalls = {}
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local storage = minetest.get_mod_storage()
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weather.registered_downfalls = {}
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local function check_modname_prefix(name)
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if name:sub(1,1) == ":" then
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@ -66,10 +68,10 @@ local default_damage = {
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time = 100
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}
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function weather_mod.register_downfall(id,def)
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function weather.register_downfall(id,def)
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local name = check_modname_prefix(id)
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if name == "none" then error("\"none\" means none, thanks") end
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if weather_mod.registered_downfalls[name]~=nil then error(name.." is already registered") end
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if weather.registered_downfalls[name]~=nil then error(name.." is already registered") end
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local ndef = table.copy(def)
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--what the downfall looks like
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if not ndef.texture then
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@ -78,26 +80,26 @@ function weather_mod.register_downfall(id,def)
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set_defaults(ndef,default_downfall)
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--when to delete the particles
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if not ndef.exptime then
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ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed)
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ndef.exptime = ndef.max_pos.y / ndef.falling_speed
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end
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if ndef.damage_player then
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set_defaults(ndef.damage_player,default_damage)
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end
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--actually register the downfall
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weather_mod.registered_downfalls[name]=ndef
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weather.registered_downfalls[name]=ndef
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end
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function weather_mod.disable_downfall(id,disable)
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function weather.disable_downfall(id,disable)
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local state = disable
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if disable == nil then
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state = true
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end
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weather_mod.registered_downfalls[id].disabled = state
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weather.registered_downfalls[id].disabled = state
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end
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--[[
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if minetest.get_modpath("lightning") then
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lightning.auto = false
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--rawset(lightning,"auto",false)
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end
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function weather_mod.handle_lightning(current_weather)
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@ -110,10 +112,47 @@ function weather_mod.handle_lightning(current_weather)
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minetest.after(time, lightning.strike)
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end
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end
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]]
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local do_raycasts = minetest.is_yes(minetest.settings:get_bool('raycast_hitcheck'))
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local damage_steps = 0
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local function get_player_meta(player)
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local p = player
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if type(player) == "string" then
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p = minetest.get_player_by_name(player)
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end
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return p:get_meta()
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end
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function weather.get_weather(player)
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local meta = get_player_meta(player)
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return meta:get_string("weather_type")
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end
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function weather.set_weather(player,type)
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local meta = get_player_meta(player)
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meta:set_string("weather_type",type)
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end
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function weather.get_wind()
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return {
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x = storage:get_float("wind_x"),
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y = 0,
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z = storage:get_float("wind_z")
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}
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end
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function weather.set_wind(x,z)
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if type(x) == "table" then
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storage:set_float("wind_x",x.x)
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storage:set_float("wind_z",x.z)
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else
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storage:set_float("wind_x",x)
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storage:set_float("wind_z",z)
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end
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end
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local function handle_damage(damage,player, downfall_origin)
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if not damage then return end
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damage_steps = damage_steps +1
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@ -143,20 +182,22 @@ local function handle_damage(damage,player, downfall_origin)
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end
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end
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local function weather_step()
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local current_downfall = weather_mod.registered_downfalls[weather.type]
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if current_downfall==nil then return end
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for _, player in ipairs(minetest.get_connected_players()) do
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local function weather_step(player,meta)
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local weather_type = meta:get_string("weather_type")
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if weather_type and weather_type ~= "" and weather_type ~= "none" then
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local current_downfall = weather.registered_downfalls[weather_type]
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if current_downfall then
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local ppos = player:getpos()
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if ppos.y > 120 then return end
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local wind_pos = vector.multiply(weather.wind,-1)
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local wind = weather.get_wind()
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local wind_pos = vector.multiply(wind,-1)
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local minp = vector.add(vector.add(ppos, current_downfall.min_pos),wind_pos)
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local maxp = vector.add(vector.add(ppos, current_downfall.max_pos),wind_pos)
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local vel = {x=weather.wind.x,y=-current_downfall.falling_speed,z=weather.wind.z}
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local vel = {x=wind.x,y=-current_downfall.falling_speed,z=wind.z}
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local acc = {x=0, y=0, z=0}
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local exp = current_downfall.exptime
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@ -170,37 +211,38 @@ local function weather_step()
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minsize=current_downfall.size, maxsize=current_downfall.size,
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collisiondetection=true, collision_removal=true,
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vertical=true,
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texture=current_downfall.texture, player=player:get_player_name()
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texture=current_downfall.texture, playername=player:get_player_name()
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})
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local downfall_origin = vector.divide(vector.add(minp,maxp),2)
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handle_damage(current_downfall.damage_player,player,downfall_origin)
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end
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end
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end
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minetest.register_globalstep(function()
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if math.random(1, 10000) == 1 then
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weather.type = "none"
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if minetest.get_modpath("lightning") then
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lightning.auto = false
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--rawset(lightning,"auto",false)
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end
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else
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for id,w in pairs(weather_mod.registered_downfalls) do
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if math.random(1, 50000) == 1 then
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weather.wind = {
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x = math.random(0,10),
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y = 0,
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z = math.random(0,10)
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}
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if (not w.disabled) and vector.length(weather.wind) >= w.min_wind then
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weather.type = id
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weather_mod.handle_lightning(w)
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weather.set_wind(math.random(0,10),math.random(0,10))
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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local meta = get_player_meta(player)
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if math.random(1, 10000) == 1 then
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meta:set_string("weather_type","none")
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--[[if minetest.get_modpath("lightning") then
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lightning.auto = false
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end]]
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else
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for id,w in pairs(weather.registered_downfalls) do
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if math.random(1, 50000) == 1 then
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if (not w.disabled) and vector.length(weather.get_wind()) >= w.min_wind then
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meta:set_string("weather_type",id)
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--weather_mod.handle_lightning(w)
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break
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end
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end
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end
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end
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weather_step()
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weather_step(player,meta)
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end
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end)
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@ -3,6 +3,13 @@ minetest.register_privilege("weather", {
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give_to_singleplayer = false
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})
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local function list_types()
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local types="none"
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for i,_ in pairs(weather.registered_downfalls) do
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types=types..", "..i
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end
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end
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-- Set weather
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minetest.register_chatcommand("setweather", {
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params = "<weather>",
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@ -11,20 +18,19 @@ minetest.register_chatcommand("setweather", {
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privs = {weather = true},
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func = function(name, param)
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if param == nil or param == "" or param == "?" then
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local types="none"
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for i,_ in pairs(weather_mod.registered_downfalls) do
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types=types..", "..i
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return false, "registered weather types: "..list_types()
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end
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minetest.chat_send_player(name, "avalible weather types: "..types)
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else
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if weather_mod.registered_downfalls[param] == nil and not param == "none" then
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minetest.chat_send_player(name, "This type of weather is not registered.\n"..
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"To list all types of weather run the command without parameters.")
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else
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weather.type = param
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weather_mod.handle_lightning()
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local w = weather.registered_downfalls[param]
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if (not w) and param ~= "none" then
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return false, "This type of weather is not registered.\n"..
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"registered types: "..list_types()
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end
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if w.disabled then
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minetest.chat_send_player(name,param.." is disabled.")
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end
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weather.set_weather(name,param)
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--weather_mod.handle_lightning()
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return true
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end
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})
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@ -35,8 +41,7 @@ minetest.register_chatcommand("setwind", {
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privs = {weather = true},
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func = function(name, param)
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if param==nil or param=="" then
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minetest.chat_send_player(name, "please provide two comma seperated numbers")
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return
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return false,"please provide two comma seperated numbers"
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end
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local x,z = string.match(param, "^([%d.-]+)[, ] *([%d.-]+)$")
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x=tonumber(x)
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@ -45,9 +50,10 @@ minetest.register_chatcommand("setwind", {
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x, z = string.match(param, "^%( *([%d.-]+)[, ] *([%d.-]+) *%)$")
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end
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if x and z then
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weather.wind = vector.new(x,0,z)
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weather.set_wind(x,z)
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return true
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else
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minetest.chat_send_player(name, param.." are not two comma seperated numbers")
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return false,param.." are not two comma seperated numbers"
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end
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end
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})
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@ -1,39 +1,11 @@
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-- Weather:
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-- * rain
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-- * snow
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-- * wind
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assert(minetest.add_particlespawner, "Weather doesn't work with this really old minetest.")
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weather_mod={
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weather = {
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modpath = minetest.get_modpath("weather"),
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}
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weather = (function()
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local file_name = minetest.get_worldpath() .. "/weather"
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minetest.register_on_shutdown(function()
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local file = io.open(file_name, "w")
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file:write(minetest.serialize(weather))
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file:close()
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end)
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local file = io.open(file_name, "r")
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if file ~= nil then
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local readweather = minetest.deserialize(file:read("*a"))
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file:close()
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if type(readweather)~="table" then
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return {type = "none", wind = 0}
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end
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return readweather
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end
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return {type = "none", wind = vector.new(0,0,0)}
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end) ()
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dofile(weather_mod.modpath.."/api.lua")
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dofile(weather_mod.modpath.."/rain.lua")
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dofile(weather_mod.modpath.."/sand.lua")
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dofile(weather_mod.modpath.."/snow.lua")
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dofile(weather_mod.modpath.."/command.lua")
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weather_mod.handle_lightning()
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dofile(weather.modpath.."/api.lua")
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dofile(weather.modpath.."/rain.lua")
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dofile(weather.modpath.."/sand.lua")
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dofile(weather.modpath.."/snow.lua")
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dofile(weather.modpath.."/command.lua")
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@ -1,5 +1,5 @@
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-- Rain
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weather_mod.register_downfall("weather:rain",{
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weather.register_downfall("weather:rain",{
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min_pos = {x=-15, y=7, z=-15},
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max_pos = {x= 15, y=7, z= 15},
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falling_speed=10,
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@ -10,7 +10,7 @@ weather_mod.register_downfall("weather:rain",{
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enable_lightning=true,
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})
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weather_mod.register_downfall("weather:storm",{
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weather.register_downfall("weather:storm",{
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min_pos = {x = -15, y = 7, z = -15},
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max_pos = {x = 15, y = 7, z = 15},
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falling_speed = 10,
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@ -1,4 +1,4 @@
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weather_mod.register_downfall("weather:sandstorm",{
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weather.register_downfall("weather:sandstorm",{
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min_pos = {x=-20, y=0, z=-20},
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max_pos = {x= 20, y=2, z= 20},
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falling_speed=-1,
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@ -1,5 +1,5 @@
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-- Snow
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weather_mod.register_downfall("weather:snow",{
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weather.register_downfall("weather:snow",{
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min_pos = {x=-15, y=7, z=-15},
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max_pos = {x= 15, y=7, z= 15},
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falling_speed=5,
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@ -9,7 +9,7 @@ weather_mod.register_downfall("weather:snow",{
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texture="weather_snow.png",
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})
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weather_mod.register_downfall("weather:hail",{
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weather.register_downfall("weather:hail",{
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min_pos = {x=-15, y=7, z=-15},
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max_pos = {x= 15, y=7, z= 15},
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falling_speed=25,
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@ -37,6 +37,25 @@ minetest.register_node("weather:snow_cover", {
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drop = {}
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})
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local function get_nearest_player(pos,range_distance)
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local player, min_distance = nil, range_distance
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local position = pos
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local all_objects = minetest.get_objects_inside_radius(position, range_distance)
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for _, object in pairs(all_objects) do
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if object:is_player() then
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local player_position = object:getpos()
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local distance = vector.distance(position, player_position)
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if distance < min_distance then
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min_distance = distance
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player = object
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end
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end
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end
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return player
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end
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-- Snow cover ABM when snow_covers_abm setting is set to `true`
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if minetest.is_yes(minetest.settings:get_bool('snow_covers_abm')) then
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minetest.log('action', '[weather] Loaded fast computer ABM (snow covers when weather:snow is set)')
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@ -46,7 +65,11 @@ if minetest.is_yes(minetest.settings:get_bool('snow_covers_abm')) then
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interval = 10.0,
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chance = 80,
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action = function (pos, node)
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if weather.type == "weather:snow" then
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local player = get_nearest_player(pos,50)
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if not player then return end
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if weather.get_type(player) ~= "weather:snow" then
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return
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end
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if minetest.registered_nodes[node.name].drawtype == "normal"
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or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then
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local np = vector.add(pos, {x=0, y=1, z=0})
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@ -56,6 +79,5 @@ if minetest.is_yes(minetest.settings:get_bool('snow_covers_abm')) then
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end
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end
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end
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end
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})
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end
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