Add Weather (with rain and snow)
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428e824fc8
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@ -1061,3 +1061,21 @@ core.register_chatcommand("setspawn", {
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return true, "Setting spawn point to (" .. pos_to_string .. ")"
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end
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})
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core.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_type.registered[param] or param == "none") then
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weather.type = param
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core.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_type.registered) do
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types = types .. ", " .. w
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end
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core.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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@ -31,5 +31,6 @@ dofile(gamepath.."forceloading.lua")
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dofile(gamepath.."hud.lua")
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dofile(gamepath.."statbars.lua")
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dofile(gamepath.."hunger.lua")
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dofile(gamepath.."weather.lua")
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profiler = nil
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@ -95,3 +95,7 @@ core.register_privilege("debug", {
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description = "Allows enabling various debug options that may affect gameplay",
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give_to_singleplayer = false
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})
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core.register_privilege("weather", {
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description = "Allows changing the weather",
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give_to_singleplayer = creative
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})
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192
builtin/game/weather.lua
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192
builtin/game/weather.lua
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@ -0,0 +1,192 @@
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--[[
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From 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)
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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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]]
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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 cloud_height = tonumber(core.settings:get("cloud_height"))
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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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if file ~= nil then
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local saved_weather = core.deserialize(file:read("*a"))
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io.close(file)
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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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core.register_on_shutdown(function()
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local file = io.open(file_name, "w")
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file:write(core.serialize(weather))
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io.close(file)
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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_type = {}
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weather_type.registered = {}
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function weather_type.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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end
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-- Rain
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weather_type.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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height = 3,
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vertical = true,
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texture = "weather_rain.png"
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})
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-- Snow
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weather_type.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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height = 2,
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texture = "weather_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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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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weather.type = id
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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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else
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weather.type = "none"
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core.after(math.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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--
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-- Processing players
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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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if current_downfall == nil then return end
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for _, player in pairs(core.get_connected_players()) do
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if not player:is_player() then return 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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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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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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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 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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core.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:get_player_name()
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})
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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 core.settings:get_bool(("weather_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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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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core.get_node_timer(pos):start(math.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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core.register_abm({
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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 > cloud_height then return end
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if pos.y < -8 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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if core.get_node(pos).name ~= "air" then return end
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local light_day = core.get_node_light(pos, 0.5)
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local light_night = core.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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core.add_node(pos, {name = "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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@ -374,6 +374,10 @@ void set_default_settings(Settings *settings)
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settings->setDefault("high_precision_fpu", "true");
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settings->setDefault("enable_console", "false");
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// Weather
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settings->setDefault("weather", "true");
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settings->setDefault("weather_snow_covers", "false");
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settings->setDefault("mainmenu_last_selected_world", "1");
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// Mobile Platform
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@ -407,6 +411,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("max_block_generate_distance", "3");
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settings->setDefault("client_mapblock_limit", "250");
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settings->setDefault("debug_log_level", "error");
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settings->setDefault("weather", "false");
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// Set font_path
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settings->setDefault("mono_font_path", "/system/fonts/DroidSansMono.ttf");
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@ -499,6 +504,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("abm_interval", "3.0");
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settings->setDefault("chunksize", "3");
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settings->setDefault("max_block_generate_distance", "1");
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settings->setDefault("weather", "false");
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#endif
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if (([SDVersion deviceVersion] == iPhone5S) || ([SDVersion deviceVersion] == iPhone6) || ([SDVersion deviceVersion] == iPhone6Plus) || ([SDVersion deviceVersion] == iPodTouch6Gen) ||
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([SDVersion deviceVersion] == iPadMini2) || ([SDVersion deviceVersion] == iPadMini3)) {
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@ -513,6 +519,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("dedicated_server_step", "0.2");
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settings->setDefault("chunksize", "3");
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settings->setDefault("max_block_generate_distance", "2");
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settings->setDefault("weather", "false");
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} else if (([SDVersion deviceVersion] == iPhone6S) || ([SDVersion deviceVersion] == iPhone6SPlus) || ([SDVersion deviceVersion] == iPhoneSE) || ([SDVersion deviceVersion] == iPhone7) || ([SDVersion deviceVersion] == iPhone7Plus) ||
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([SDVersion deviceVersion] == iPadMini4) || ([SDVersion deviceVersion] == iPadAir)) {
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// medium settings
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