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commit
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MultiCraft Game mod: weather_lite
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=================================
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Authors of source code
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----------------------
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Based on Weather mod
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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 (2019-2020)
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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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the Free Software Foundation; either version 3.0 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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Authors of textures
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-------------------
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TeddyDesTodes (textures) CC-BY-SA 3.0:
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* weather_lite_rain.png
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* weather_lite_snow.png
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default
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sscsm?
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if not minetest.settings:get_bool("enable_weather") then
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return
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end
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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 = minetest.settings:get_bool("weather_snow_covers") ~= false
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local 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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--
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-- Save and restore weather condition
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--
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local mod_storage = minetest.get_mod_storage()
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do
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local saved_weather = minetest.deserialize(
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mod_storage:get_string("weather"))
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if type(saved_weather) == "table" then
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weather = saved_weather
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end
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end
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minetest.register_on_shutdown(function()
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mod_storage:set_string("weather", minetest.serialize(
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({type = weather.type, wind = weather.wind})))
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end)
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--
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-- Registration of weather types
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--
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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.registered[id] = ndef
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end
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-- Rain
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weather.register("rain", {
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falling_speed = 5,
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amount = 7,
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size = 25,
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height = 3,
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vertical = true,
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texture = "weather_lite_rain.png"
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})
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-- Snow
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weather.register("snow", {
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falling_speed = 2,
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amount = 5,
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size = 35,
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height = 2,
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texture = "weather_lite_snow.png"
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})
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--
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-- Change of weather
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--
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function weather.set(weather_type, wind)
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weather.type = weather_type
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if wind then
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weather.wind = wind
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end
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if minetest.global_exists("sscsm") then
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sscsm.com_send_all("weather_lite:set", {
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type = weather_type,
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wind = wind
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})
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end
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end
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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.registered) do
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if random(3) == 1 then
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weather.set(id, {
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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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break
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end
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end
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minetest.after(random(60, 300), weather_change)
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else
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weather.set("none")
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minetest.after(random(1800, 3600), weather_change)
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end
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end
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minetest.after(random(600, 1800), weather_change)
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--
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-- Processing players
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--
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local is_valid_pos = minetest.is_valid_pos
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if not is_valid_pos then
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is_valid_pos = function() return true end
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end
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-- This is a separate function to prevent "return" from breaking.
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local function process_player(player, current_downfall)
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local player_name = player:get_player_name()
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if not player:is_player() or (sscsm and sscsm.has_sscsms_enabled(player_name)) then
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return
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end
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local ppos = vector.round(player:get_pos())
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ppos.y = ppos.y + 1.5
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-- Higher than clouds
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local cloud_height = player:get_clouds().height
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cloud_height = cloud_height ~= 0 and cloud_height or 120
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if not is_valid_pos(ppos) or ppos.y > cloud_height or ppos.y < -8 then return end
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-- Inside liquid
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local head_inside = minetest.get_node_or_nil(ppos)
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local def_inside = head_inside and minetest.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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if light and light < 12 then return end
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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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minetest.add_particlespawner({
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amount = current_downfall.amount,
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time = 0.1,
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minpos = minp,
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maxpos = maxp,
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minvel = vel,
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maxvel = vel,
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minsize = current_downfall.size,
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maxsize = current_downfall.size,
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collisiondetection = true,
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collision_removal = true,
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vertical = vert,
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texture = current_downfall.texture,
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glow = 1,
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playername = player_name
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})
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end
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minetest.register_globalstep(function()
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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(minetest.get_connected_players()) do
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process_player(player, current_downfall)
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end
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end)
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--
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-- Snow will cover the blocks and melt after some time
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--
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if snow_covers then
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-- Temp node to start the node timer
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minetest.register_node("weather_lite:snow_cover", {
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tiles = {"blank.png"},
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drawtype = "signlike",
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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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minetest.get_node_timer(pos):start(random(60, 180))
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minetest.swap_node(pos, {name = "default:snow"})
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end
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})
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minetest.override_item("default:snow", {
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on_timer = function(pos)
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if weather and weather.type and weather.type == "snow" then
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return true
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end
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minetest.remove_node(pos)
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end
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})
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minetest.register_abm({
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label = "Weather: snow cover",
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nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"},
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neighbors = {"air"},
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interval = 15,
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chance = 500,
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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 < -8 or pos.y > 120 then return 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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pos.y = pos.y + 1
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if minetest.get_node(pos).name ~= "air" then return end
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local light_day = minetest.get_node_light(pos, 0.5)
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local light_night = minetest.get_node_light(pos, 0)
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if light_day and light_day == 15
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and light_night and light_night < 10 then
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minetest.add_node(pos, {name = "weather_lite:snow_cover"})
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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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minetest.register_privilege("weather", {
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description = "Allows changing the weather",
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give_to_singleplayer = minetest.settings:get_bool("creative_mode")
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})
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minetest.register_chatcommand("weather", {
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params = "<weather>",
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description = "Set weather type",
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privs = {weather = true},
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func = function(name, param)
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if param and (weather.registered[param] or param == "none") then
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weather.set(param)
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minetest.chat_send_player(name, "Set weather type: " .. param)
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else
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local types = "none"
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for w, _ in pairs(weather.registered) do
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types = types .. ", " .. w
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end
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minetest.chat_send_player(name, "Avalible weather types: " .. types)
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end
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end
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})
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if not minetest.global_exists("sscsm") then
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return
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end
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sscsm.register({
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name = "weather_lite",
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file = minetest.get_modpath("weather_lite") .. "/sscsm.lua"
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})
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local liquids
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sscsm.register_on_sscsms_loaded(function(name)
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if not liquids then
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liquids = {}
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for node, def in pairs(minetest.registered_nodes) do
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if def.drawtype == "liquid" then
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liquids[node] = true
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end
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end
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end
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local player = minetest.get_player_by_name(name)
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sscsm.com_send(name, "weather_lite:set", {
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type = weather.type,
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wind = weather.wind,
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registered = weather.registered,
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cloud_height = player:get_clouds().height,
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liquids = liquids
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})
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end)
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name = weather_lite
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depends = default
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optional_depends = sscsm
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local vmultiply, vadd = vector.multiply, vector.add
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local random = math.random
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local weather = {
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type = "none",
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wind = {x = 0, y = 0, z = 0},
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registered = {},
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liquids = {}
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}
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local is_valid_pos = minetest.is_valid_pos
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if not is_valid_pos then
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is_valid_pos = function() return true end
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end
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--
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-- Change of weather
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--
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sscsm.register_on_com_receive("weather_lite:set", function(msg)
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for k, v in pairs(msg) do
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weather[k] = v
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end
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end)
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--
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-- Processing players
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--
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assert(minetest.localplayer)
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sscsm.every(0.09, function()
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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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local ppos = vector.round(minetest.localplayer:get_pos())
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ppos.y = ppos.y + 1.5
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-- Higher than clouds
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local cloud_height = weather.cloud_height
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cloud_height = cloud_height ~= 0 and cloud_height or 120
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if not is_valid_pos(ppos) or ppos.y > cloud_height or ppos.y < -8 then return end
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-- Inside liquid
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local head_inside = minetest.get_node_or_nil(ppos)
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if head_inside and weather.liquids[head_inside.name] then return end
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-- Too dark, probably not under the sky
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if minetest.get_node_light then
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local light = minetest.get_node_light(ppos, 0.5)
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if light and light < 12 then return end
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end
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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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minetest.add_particlespawner({
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amount = current_downfall.amount,
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time = 0.1,
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minpos = minp,
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maxpos = maxp,
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minvel = vel,
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maxvel = vel,
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minsize = current_downfall.size,
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maxsize = current_downfall.size,
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collisiondetection = true,
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collision_removal = true,
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vertical = vert,
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texture = current_downfall.texture,
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glow = 1
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})
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end)
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