Weather: improve and cleanup
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8449a0b304
commit
dbd3e3c10b
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@ -3,7 +3,7 @@
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Copyright (C) Jeija (2013)
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Copyright (C) HybridDog (2015)
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Copyright (C) theFox6 (2018)
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Copyright (C) MultiCraft Development Team (2019)
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Copyright (C) MultiCraft Development Team (2019-2020)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -24,9 +24,15 @@ if not core.settings:get_bool("weather") then
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return
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end
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weather = {type = "none", wind = vector.new(0, 0, 0)}
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local vmultiply, vadd = vector.multiply, vector.add
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local random = math.random
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local snow_covers = core.settings:get_bool("weather_snow_covers") or true
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local cloud_height = tonumber(core.settings:get("cloud_height"))
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weather = {
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type = "none",
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wind = {x = 0, y = 0, z = 0}
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}
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local file_name = core.get_worldpath() .. "/weather"
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local file = io.open(file_name, "r")
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@ -49,15 +55,14 @@ end)
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-- Registration of weather types
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--
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weather_type = {}
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weather_type.registered = {}
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function weather_type.register(id, def)
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weather.registered = {}
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function weather.register(id, def)
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local ndef = table.copy(def)
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weather_type.registered[id] = ndef
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weather.registered[id] = ndef
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end
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-- Rain
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weather_type.register("rain", {
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weather.register("rain", {
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falling_speed = 6,
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amount = 7,
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size = 25,
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@ -67,7 +72,7 @@ weather_type.register("rain", {
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})
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-- Snow
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weather_type.register("snow", {
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weather.register("snow", {
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falling_speed = 3,
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amount = 5,
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size = 20,
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@ -82,22 +87,25 @@ weather_type.register("snow", {
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local function weather_change()
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if weather.type == "none" then
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for id, _ in pairs(weather_type.registered) do
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if math.random(1, 3) == 1 then
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weather.wind = {}
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weather.wind.x = math.random(0, 8)
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weather.wind.y = 0
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weather.wind.z = math.random(0, 8)
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for id, _ in pairs(weather.registered) do
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if random(3) == 1 then
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weather.wind = {
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x = random(0, 8),
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y = 0,
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z = random(0, 8)
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}
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weather.type = id
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break
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end
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end
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core.after(math.random(60, 300), weather_change)
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core.after(random(60, 3000), weather_change)
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else
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weather.type = "none"
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core.after(math.random(1800, 3600), weather_change)
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core.after(random(1800, 3600), weather_change)
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end
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end
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core.after(math.random(600, 1800), weather_change)
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core.after(random(600, 1800), weather_change)
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--
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@ -105,7 +113,7 @@ core.after(math.random(600, 1800), weather_change)
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--
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core.register_globalstep(function()
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local current_downfall = weather_type.registered[weather.type]
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local current_downfall = weather.registered[weather.type]
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if current_downfall == nil then return end
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for _, player in pairs(core.get_connected_players()) do
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@ -114,17 +122,17 @@ core.register_globalstep(function()
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ppos.y = ppos.y + 1.5
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-- Higher than clouds
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if not core.is_valid_pos(ppos) or ppos.y > cloud_height or ppos.y < -8 then return end
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-- Inside water
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-- Inside liquid
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local head_inside = core.get_node_or_nil(ppos)
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local def_inside = head_inside and core.registered_nodes[head_inside.name]
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if def_inside and def_inside.drawtype == "liquid" then return end
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-- Too dark, probably not under the sky
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local light = minetest.get_node_light(ppos, 0.5)
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local light = core.get_node_light(ppos, 0.5)
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if light and light < 12 then return end
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local wind_pos = vector.multiply(weather.wind, -1)
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local minp = vector.add(vector.add(ppos, {x = -8, y = current_downfall.height, z = -8}), wind_pos)
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local maxp = vector.add(vector.add(ppos, {x = 8, y = current_downfall.height, z = 8}), wind_pos)
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local wind_pos = vmultiply(weather.wind, -1)
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local minp = vadd(vadd(ppos, {x = -8, y = current_downfall.height, z = -8}), wind_pos)
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local maxp = vadd(vadd(ppos, {x = 8, y = current_downfall.height, z = 8}), 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 vert = current_downfall.vertical or false
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@ -152,7 +160,7 @@ end)
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-- Snow will cover the blocks and melt after some time
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--
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if core.settings:get_bool(("weather_snow_covers")) then
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if snow_covers then
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-- Temp node to start the node timer
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core.register_node(":snow_cover", {
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tiles = {"blank.png"},
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@ -160,7 +168,7 @@ if core.settings:get_bool(("weather_snow_covers")) then
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buildable_to = true,
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groups = {not_in_creative_inventory = 1, dig_immediate = 3},
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on_construct = function(pos)
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core.get_node_timer(pos):start(math.random(60, 180))
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core.get_node_timer(pos):start(random(60, 180))
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core.swap_node(pos, {name = "default:snow"})
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end
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})
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@ -173,8 +181,7 @@ if core.settings:get_bool(("weather_snow_covers")) then
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catch_up = false,
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action = function(pos, node)
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if weather.type == "snow" then
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if pos.y > cloud_height then return end
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if pos.y < -8 then return end
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if pos.y < -8 or pos.y > cloud_height then return end
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if core.registered_nodes[node.name].drawtype == "normal"
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or core.registered_nodes[node.name].drawtype == "allfaces_optional" then
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pos.y = pos.y + 1
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