Updates by kestral246.

master
David G 2019-12-16 12:12:44 -07:00
parent c1d0fe4142
commit fb3aabfe44
6 changed files with 330 additions and 58 deletions

35
README.md Normal file
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Snowdrift
=========
Extensions to **snowdrift 0.6.3** by **paramat**
For Minetest 5.0.0 and later.
Depends: default
Changes
-------
I've tried to make the abrupt transitions in this mod a little smoother.
- Cloud cover gradually increases before rain starts, and gradually decreases after rain stops.
- Fully overcast skies gradually lighten and darken at dawn and dusk.
- Amount of rain and/or snow falling gradually increases or decreases.
- Crossing into or out of dry desert biomes gradually decreases or increases amount of precipitation.
- Crossing into or out of freezing biomes gradually shifts percentage of rain versus snow.
- Rain sound gradually changes volume based on amount of rain falling.
I've also included debug code, which can be enabled by setting debug = true.
David G (kestral246)
Licenses
--------
Source code:
- MIT by paramat and David G (kestral246@gmail.com)
Media:
- Textures CC BY-SA (3.0) by paramat
- Sounds CC BY (3.0) by inchadney (http://freesound.org/people/inchadney/sounds/58835/)

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snowdrift 0.6.3 by paramat
For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0.
Depends: default
Licenses
--------
Source code: MIT by paramat
Media:
Textures CC BY-SA (3.0) by paramat
Sounds CC BY (3.0) by inchadney
http://freesound.org/people/inchadney/sounds/58835/

100
debug.lua Normal file
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-- Debug code
-- Global variable to store Hud IDs.
snowdrift_debug = {}
-- Minetest game biome mapping, but no skyrealms
local biome_vals = {{heat=0, humid=73, ymin=-8, ymax=31000, name="icesheet"},
{heat=0, humid=73, ymin=-112, ymax=-9, name="icesheet_ocean"},
{heat=0, humid=40, ymin=47, ymax=31000, name="tundra_highland"},
{heat=0, humid=40, ymin=2, ymax=46, name="tundra"},
{heat=0, humid=40, ymin=-3, ymax=1, name="tundra_beach"},
{heat=0, humid=40, ymin=-112, ymax=-4, name="tundra_ocean"},
{heat=25, humid=70, ymin=4, ymax=31000, name="taiga"},
{heat=25, humid=70, ymin=-112, ymax=3, name="taiga_ocean"},
{heat=20, humid=35, ymin=4, ymax=31000, name="snowy_grassland"},
{heat=20, humid=35, ymin=-112, ymax=3, name="snowy_grassland_ocean"},
{heat=50, humid=35, ymin=6, ymax=31000, name="grassland"},
{heat=50, humid=35, ymin=4, ymax=5, name="grassland_dunes"},
{heat=50, humid=35, ymin=-112, ymax=3, name="grassland_ocean"},
{heat=45, humid=70, ymin=6, ymax=31000, name="coniferous_forest"},
{heat=45, humid=70, ymin=4, ymax=5, name="coniferous_forest_dunes"},
{heat=45, humid=70, ymin=-112, ymax=3, name="coniferous_forest_ocean"},
{heat=60, humid=68, ymin=1, ymax=31000, name="deciduous_forest"},
{heat=60, humid=68, ymin=-1, ymax=0, name="deciduous_forest_shore"},
{heat=60, humid=68, ymin=-112, ymax=-2, name="deciduous_forest_ocean"},
{heat=92, humid=16, ymin=4, ymax=31000, name="desert"},
{heat=92, humid=16, ymin=-112, ymax=3, name="desert_ocean"},
{heat=60, humid=0, ymin=4, ymax=31000, name="sandstone_desert"},
{heat=60, humid=0, ymin=-112, ymax=3, name="sandstone_desert_ocean"},
{heat=40, humid=0, ymin=4, ymax=31000, name="cold_desert"},
{heat=40, humid=0, ymin=-112, ymax=3, name="cold_desert_ocean"},
{heat=89, humid=42, ymin=1, ymax=31000, name="savanna"},
{heat=89, humid=42, ymin=-1, ymax=0, name="savanna_shore"},
{heat=89, humid=42, ymin=-112, ymax=-2, name="savanna_ocean"},
{heat=86, humid=65, ymin=1, ymax=31000, name="rainforest"},
{heat=86, humid=65, ymin=-1, ymax=0, name="rainforest_swamp"},
{heat=86, humid=65, ymin=-112, ymax=-2, name="rainforest_ocean"}}
local square = function(x)
return x*x
end
local biome_dists = function(heat, humid, elev)
local newtbl = {}
local dist
for i,v in pairs(biome_vals) do
if elev >= v.ymin and elev <= v.ymax then
dist = math.sqrt(square(heat - v.heat) + square(humid - v.humid))
table.insert(newtbl, {dist=dist, name=v.name})
end
end
return newtbl
end
local nearest_biomes = function(heat, humid, elev, thresh)
local close_biomes = {}
local closest = biome_dists(heat, humid, elev)
local mind = 9999
for i,v in pairs(closest) do -- find minimum distance
if v.dist < mind then
mind = v.dist
end
end
for i,v in pairs(closest) do -- find all distances within thresh of min
if v.dist <= mind + thresh then
table.insert(close_biomes, v.name)
end
end
return close_biomes
end
snowdrift_disp_biomes = function(heat, humid, elev, thresh)
local close_biomes = nearest_biomes(heat, humid, elev, thresh)
local output = "{"
for i,v in pairs(close_biomes) do
if i == 1 then
output = output.." "..v
else
output = output..""..v
end
end
output = output.." }"
return output
end
minetest.register_on_joinplayer(function(player)
local pname = player:get_player_name()
snowdrift_debug[pname] = {id = player:hud_add({hud_elem_type = "text",
position = {x=0.5, y=0.1},
text = " ",
number = 0xFF0000}), -- red text
}
end)
minetest.register_on_leaveplayer(function(player)
local pname = player:get_player_name()
if snowdrift_debug[pname] then
snowdrift_debug[pname] = nil
end
end)

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default

238
init.lua
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@ -23,6 +23,11 @@ local DASVAL = 159 -- Overcast sky RGB value in daytime (brightness)
local FLAKRAD = 16 -- Radius in which flakes are created
local DROPRAD = 16 -- Radius in which drops are created
local SB_INTERVAL = 2 -- Overcast skybox update interval, [1,2,…)
local FREEZE_STEP = 1 -- Rain/snow transition step size (in heat/humid units)
local DRY_STEP = 1 -- Dry desert transition step size (in heat/humid units)
local CLOUD_STEP = 1 -- Cloud density step size (in percent)
-- Precipitation noise
local np_prec = {
@ -36,49 +41,44 @@ local np_prec = {
flags = "defaults"
}
-- These 2 must match biome heat and humidity noise parameters for a world
-- Enabling debug adds a HUD to display snowdrift state
local debug = false
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
flags = "defaults"
}
-- Valleys mapgen support (also must match world parameters)
local altitude_chill = false
local altitude_dry = false
local alt_chill_dist = 90
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
flags = "defaults"
}
-- Snow/rain transition
local freeze_pt = 35 -- valleys with altitude_* seems to like 32
local freeze_step = FREEZE_STEP
-- Desert transition
local dry_step = DRY_STEP
-- Cloud density change step (in hundredths)
local cl_step = CLOUD_STEP
-- End parameters
-- Do files
dofile(minetest.get_modpath("snowdrift") .. "/debug.lua")
-- Some stuff
local difsval = DASVAL - NISVAL
local grad = 14 / 95
local yint = 1496 / 95
local yint_offset = dry_step * 93.9849250811 -- 95 * sqrt(95^2/(95^2+14^2))
-- Initialise noise objects to nil
local nobj_temp = nil
local nobj_humid = nil
local nobj_prec = nil
-- Player tables
local rain_level = {}
local handles = {}
local skybox = {} -- true/false. To not turn off skyboxes of other mods
@ -86,6 +86,12 @@ local skybox = {} -- true/false. To not turn off skyboxes of other mods
-- Globalstep function
local timer = 0
local cloud_state = {}
minetest.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
cloud_state[player_name] = { prlev=0, setval=44 }
end)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
@ -108,13 +114,25 @@ minetest.register_globalstep(function(dtime)
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
-- Heat and humidity calculations
local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
-- Precipitation noise function
local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
local nval_temp = minetest.get_heat(ppos)
local nval_humid = minetest.get_humidity(ppos)
local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
-- valleys mapgen adjustments to temp and humidity based on elevation
local elev = pposy - 2
while elev > 0 and minetest.get_node({x=pposx, y=elev, z=pposz}).name == "air" do
elev = elev - 1
end
if altitude_chill then
nval_temp = nval_temp - (20 * elev / alt_chill_dist)
end
if altitude_dry then
nval_humid = nval_humid - (10 * elev / alt_chill_dist)
end
-- Biome system: Frozen biomes below heat 35,
-- deserts below line 14 * t - 95 * h = -1496
-- h = (14 * t + 1496) / 95
@ -123,13 +141,101 @@ minetest.register_globalstep(function(dtime)
-- h - 14/95 t = 1496/95 y intersection
-- so area above line is
-- h - 14/95 t > 1496/95
local freeze = nval_temp < 35
local precip = nval_prec > PRECTHR and
nval_humid - grad * nval_temp > yint
--local freeze = nval_temp < 35
--local precip = nval_prec > PRECTHR and
-- nval_humid - grad * nval_temp > yint
local precip = nval_prec > PRECTHR
-- Create transition between precipitation levels
-- (0 = dry, to 4 = full precip)
-- Uses parallel desert lines spaced dry_step apart.
local heat_humid = 190*nval_humid - 28*nval_temp
local pr_maxlev
if heat_humid <= 2992 - 3 * yint_offset then
pr_maxlev = 0
elseif heat_humid <= 2992 - yint_offset then
pr_maxlev = 1
elseif heat_humid <= 2992 + yint_offset then
pr_maxlev = 2
elseif heat_humid <= 2992 + 3 * yint_offset then
pr_maxlev = 3
else
pr_maxlev = 4
end
-- define cloud density threshholds for each precip level
local pr_to_cl = function(i)
local table = { [0]=50, [1]=60, [2]=70, [3]=90, [4]=100 }
return table[i]
end
-- define non-precip cloud density based on local humidity
local hum_den = nval_humid * 0.4 + 20 -- cden = 20% - 60%
-- aliases for cloud state variables
local pr_level = cloud_state[player_name].prlev
local cl_setval = cloud_state[player_name].setval
if precip then -- increase or continue precip, unless pr_maxlev dropped
if pr_level < pr_maxlev then
if cl_setval < pr_to_cl(pr_level + 1) then
cloud_state[player_name].setval = cl_setval + cl_step
else
cloud_state[player_name].prlev = pr_level + 1 -- bump to next state
end
elseif pr_level > pr_maxlev then -- entered dryer region
if cl_setval > pr_to_cl(pr_level - 1) then
cloud_state[player_name].setval = cl_setval - cl_step
else
cloud_state[player_name].prlev = pr_level - 1 -- drop state down
end
end
else -- gradually stop precip across the board
if pr_level > 0 then
if cl_setval > pr_to_cl(pr_level - 1) and cl_setval > hum_den then
cloud_state[player_name].setval = cl_setval - cl_step
else
cloud_state[player_name].prlev = pr_level - 1 -- drop state down
end
else -- precip is done, gradually transition to non-precip cloud density
if cl_setval > hum_den + 1 then
cloud_state[player_name].setval = cl_setval - cl_step
elseif cl_setval < hum_den - 1 then
cloud_state[player_name].setval = cl_setval + cl_step
end
end
end
-- update aliases, in case either changed
pr_level = cloud_state[player_name].prlev
cl_setval = cloud_state[player_name].setval
-- clouds during precip max of precip value or humid-based value
-- no precip just uses humid-based value
-- local cur_den
local cloud_table = {}
if pr_level > 0 then -- still have precip falling
cloud_table.density = math.max(cl_setval, hum_den) * 0.01
else
cloud_table.density = cl_setval * 0.01
end
player:set_clouds(cloud_table)
-- Create blending transition between all snow (freeze=0)
-- and all rain (freeze=4).
-- Uses freeze_pt and freeze_step to define.
local freeze
if nval_temp >= freeze_pt + 1.5*freeze_step then
freeze = 4
elseif nval_temp <= freeze_pt - 1.5*freeze_step then
freeze = 0
else
freeze = math.ceil((nval_temp - freeze_pt + 1.5*freeze_step)/freeze_step)
end
-- Set sky
if precip and not skybox[player_name] then
-- Set overcast sky only if normal
if pr_level == 4 then
-- check sky brightness
local sval
local time = minetest.get_timeofday()
if time >= 0.5 then
@ -146,10 +252,14 @@ minetest.register_globalstep(function(dtime)
sval = math.floor(NISVAL +
((time - 0.1875) / 0.0521) * difsval)
end
player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
"plain", {}, false)
skybox[player_name] = true
elseif not precip and skybox[player_name] then
-- Set overcast sky only during max precip and if normal
if not skybox[player_name] or math.abs(skybox[player_name] - sval) >= SB_INTERVAL then
player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
"plain", {}, false)
skybox[player_name] = sval
--minetest.debug("changing skybox, sval = "..sval)
end
elseif pr_level ~= 4 and skybox[player_name] then
-- Set normal sky only if skybox
player:set_sky({}, "regular", {}, true)
skybox[player_name] = nil
@ -157,19 +267,32 @@ minetest.register_globalstep(function(dtime)
-- Stop looping sound.
-- Stop sound if head below water level.
if not precip or freeze or pposy < YWATER then
if freeze == 0 or pr_level == 0 or pposy < YWATER then
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
-- Display debug HUD
if debug then
local tenths = function(x)
return math.floor(10 * x + .5) / 10
end
player:hud_change(snowdrift_debug[player_name].id, "text",
tenths(nval_temp)..'°, '..tenths(nval_humid)..
'%, alt='..elev..', frz='..freeze..
', prlev='..pr_level..' / '..pr_maxlev..
', clden='..cl_setval/100 ..' '..
snowdrift_disp_biomes(nval_temp, nval_humid, elev, 2.5))
end
-- Particles and sounds.
-- Only if head above water level.
if precip and pposy >= YWATER then
if freeze then
if pr_level > 0 and pposy >= YWATER then
if freeze <= 3 then
-- Snowfall particles
for lpos = 1, FLAKLPOS do
for lpos = 1, ((4-freeze)/4)*(pr_level/4)*FLAKLPOS do
local lposx = pposx - FLAKRAD +
math.random(0, FLAKRAD * 2)
local lposz = pposz - FLAKRAD +
@ -200,9 +323,10 @@ minetest.register_globalstep(function(dtime)
})
end
end
else
end
if freeze >= 1 then
-- Rainfall particles
for lpos = 1, DROPLPOS do
for lpos = 1, (freeze/4)*(pr_level/4)*DROPLPOS do
local lposx = pposx - DROPRAD +
math.random(0, DROPRAD * 2)
local lposz = pposz - DROPRAD +
@ -232,17 +356,33 @@ minetest.register_globalstep(function(dtime)
end
end
-- Start looping sound
if not handles[player_name] then
-- if not handles[player_name] then
if not handles[player_name] then -- new sound
local handle = minetest.sound_play(
"snowdrift_rain",
{
to_player = player_name,
gain = RAINGAIN,
gain = RAINGAIN * (freeze * pr_level / 16),
loop = true,
}
)
if handle then
handles[player_name] = handle
rain_level[player_name] = freeze*pr_level
end
elseif rain_level[player_name] ~= freeze * pr_level then -- volume change
minetest.sound_stop(handles[player_name])
local handle = minetest.sound_play(
"snowdrift_rain",
{
to_player = player_name,
gain = RAINGAIN * (freeze * pr_level / 16),
loop = true,
}
)
if handle then
handles[player_name] = handle
rain_level[player_name] = freeze*pr_level
end
end
end
@ -268,6 +408,9 @@ end)
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if rain_level[player_name] then
rain_level[player_name] = nil
end
-- Stop sound if playing and remove handle
if handles[player_name] then
minetest.sound_stop(handles[player_name])
@ -277,4 +420,7 @@ minetest.register_on_leaveplayer(function(player)
if skybox[player_name] then
skybox[player_name] = nil
end
if cloud_state[player_name] then
cloud_state[player_name] = nil
end
end)

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mod.conf Normal file
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name = snowdrift
description = Adds rain and snow to Minetest Game.
depends = default