Updates by kestral246.
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Snowdrift
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=========
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Extensions to **snowdrift 0.6.3** by **paramat**
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For Minetest 5.0.0 and later.
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Depends: default
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Changes
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-------
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I've tried to make the abrupt transitions in this mod a little smoother.
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- Cloud cover gradually increases before rain starts, and gradually decreases after rain stops.
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- Fully overcast skies gradually lighten and darken at dawn and dusk.
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- Amount of rain and/or snow falling gradually increases or decreases.
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- Crossing into or out of dry desert biomes gradually decreases or increases amount of precipitation.
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- Crossing into or out of freezing biomes gradually shifts percentage of rain versus snow.
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- Rain sound gradually changes volume based on amount of rain falling.
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I've also included debug code, which can be enabled by setting debug = true.
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David G (kestral246)
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Licenses
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--------
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Source code:
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- MIT by paramat and David G (kestral246@gmail.com)
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Media:
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- Textures CC BY-SA (3.0) by paramat
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- Sounds CC BY (3.0) by inchadney (http://freesound.org/people/inchadney/sounds/58835/)
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11
README.txt
11
README.txt
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@ -1,11 +0,0 @@
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snowdrift 0.6.3 by paramat
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For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0.
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Depends: default
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Licenses
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--------
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Source code: MIT by paramat
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Media:
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Textures CC BY-SA (3.0) by paramat
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Sounds CC BY (3.0) by inchadney
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http://freesound.org/people/inchadney/sounds/58835/
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-- Debug code
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-- Global variable to store Hud IDs.
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snowdrift_debug = {}
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-- Minetest game biome mapping, but no skyrealms
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local biome_vals = {{heat=0, humid=73, ymin=-8, ymax=31000, name="icesheet"},
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{heat=0, humid=73, ymin=-112, ymax=-9, name="icesheet_ocean"},
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{heat=0, humid=40, ymin=47, ymax=31000, name="tundra_highland"},
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{heat=0, humid=40, ymin=2, ymax=46, name="tundra"},
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{heat=0, humid=40, ymin=-3, ymax=1, name="tundra_beach"},
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{heat=0, humid=40, ymin=-112, ymax=-4, name="tundra_ocean"},
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{heat=25, humid=70, ymin=4, ymax=31000, name="taiga"},
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{heat=25, humid=70, ymin=-112, ymax=3, name="taiga_ocean"},
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{heat=20, humid=35, ymin=4, ymax=31000, name="snowy_grassland"},
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{heat=20, humid=35, ymin=-112, ymax=3, name="snowy_grassland_ocean"},
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{heat=50, humid=35, ymin=6, ymax=31000, name="grassland"},
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{heat=50, humid=35, ymin=4, ymax=5, name="grassland_dunes"},
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{heat=50, humid=35, ymin=-112, ymax=3, name="grassland_ocean"},
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{heat=45, humid=70, ymin=6, ymax=31000, name="coniferous_forest"},
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{heat=45, humid=70, ymin=4, ymax=5, name="coniferous_forest_dunes"},
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{heat=45, humid=70, ymin=-112, ymax=3, name="coniferous_forest_ocean"},
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{heat=60, humid=68, ymin=1, ymax=31000, name="deciduous_forest"},
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{heat=60, humid=68, ymin=-1, ymax=0, name="deciduous_forest_shore"},
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{heat=60, humid=68, ymin=-112, ymax=-2, name="deciduous_forest_ocean"},
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{heat=92, humid=16, ymin=4, ymax=31000, name="desert"},
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{heat=92, humid=16, ymin=-112, ymax=3, name="desert_ocean"},
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{heat=60, humid=0, ymin=4, ymax=31000, name="sandstone_desert"},
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{heat=60, humid=0, ymin=-112, ymax=3, name="sandstone_desert_ocean"},
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{heat=40, humid=0, ymin=4, ymax=31000, name="cold_desert"},
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{heat=40, humid=0, ymin=-112, ymax=3, name="cold_desert_ocean"},
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{heat=89, humid=42, ymin=1, ymax=31000, name="savanna"},
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{heat=89, humid=42, ymin=-1, ymax=0, name="savanna_shore"},
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{heat=89, humid=42, ymin=-112, ymax=-2, name="savanna_ocean"},
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{heat=86, humid=65, ymin=1, ymax=31000, name="rainforest"},
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{heat=86, humid=65, ymin=-1, ymax=0, name="rainforest_swamp"},
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{heat=86, humid=65, ymin=-112, ymax=-2, name="rainforest_ocean"}}
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local square = function(x)
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return x*x
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end
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local biome_dists = function(heat, humid, elev)
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local newtbl = {}
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local dist
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for i,v in pairs(biome_vals) do
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if elev >= v.ymin and elev <= v.ymax then
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dist = math.sqrt(square(heat - v.heat) + square(humid - v.humid))
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table.insert(newtbl, {dist=dist, name=v.name})
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end
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end
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return newtbl
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end
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local nearest_biomes = function(heat, humid, elev, thresh)
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local close_biomes = {}
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local closest = biome_dists(heat, humid, elev)
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local mind = 9999
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for i,v in pairs(closest) do -- find minimum distance
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if v.dist < mind then
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mind = v.dist
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end
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end
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for i,v in pairs(closest) do -- find all distances within thresh of min
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if v.dist <= mind + thresh then
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table.insert(close_biomes, v.name)
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end
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end
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return close_biomes
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end
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snowdrift_disp_biomes = function(heat, humid, elev, thresh)
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local close_biomes = nearest_biomes(heat, humid, elev, thresh)
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local output = "{"
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for i,v in pairs(close_biomes) do
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if i == 1 then
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output = output.." "..v
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else
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output = output.." • "..v
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end
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end
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output = output.." }"
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return output
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end
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minetest.register_on_joinplayer(function(player)
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local pname = player:get_player_name()
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snowdrift_debug[pname] = {id = player:hud_add({hud_elem_type = "text",
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position = {x=0.5, y=0.1},
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text = " ",
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number = 0xFF0000}), -- red text
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}
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end)
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minetest.register_on_leaveplayer(function(player)
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local pname = player:get_player_name()
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if snowdrift_debug[pname] then
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snowdrift_debug[pname] = nil
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end
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end)
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@ -1 +0,0 @@
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default
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238
init.lua
238
init.lua
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@ -23,6 +23,11 @@ local DASVAL = 159 -- Overcast sky RGB value in daytime (brightness)
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local FLAKRAD = 16 -- Radius in which flakes are created
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local DROPRAD = 16 -- Radius in which drops are created
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local SB_INTERVAL = 2 -- Overcast skybox update interval, [1,2,…)
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local FREEZE_STEP = 1 -- Rain/snow transition step size (in heat/humid units)
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local DRY_STEP = 1 -- Dry desert transition step size (in heat/humid units)
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local CLOUD_STEP = 1 -- Cloud density step size (in percent)
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-- Precipitation noise
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local np_prec = {
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@ -36,49 +41,44 @@ local np_prec = {
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flags = "defaults"
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}
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-- These 2 must match biome heat and humidity noise parameters for a world
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-- Enabling debug adds a HUD to display snowdrift state
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local debug = false
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local np_temp = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 5349,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0,
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flags = "defaults"
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}
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-- Valleys mapgen support (also must match world parameters)
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local altitude_chill = false
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local altitude_dry = false
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local alt_chill_dist = 90
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local np_humid = {
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offset = 50,
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scale = 50,
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spread = {x = 1000, y = 1000, z = 1000},
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seed = 842,
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0,
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flags = "defaults"
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}
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-- Snow/rain transition
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local freeze_pt = 35 -- valleys with altitude_* seems to like 32
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local freeze_step = FREEZE_STEP
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-- Desert transition
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local dry_step = DRY_STEP
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-- Cloud density change step (in hundredths)
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local cl_step = CLOUD_STEP
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-- End parameters
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-- Do files
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dofile(minetest.get_modpath("snowdrift") .. "/debug.lua")
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-- Some stuff
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local difsval = DASVAL - NISVAL
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local grad = 14 / 95
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local yint = 1496 / 95
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local yint_offset = dry_step * 93.9849250811 -- 95 * sqrt(95^2/(95^2+14^2))
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-- Initialise noise objects to nil
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local nobj_temp = nil
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local nobj_humid = nil
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local nobj_prec = nil
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-- Player tables
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local rain_level = {}
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local handles = {}
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local skybox = {} -- true/false. To not turn off skyboxes of other mods
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-- Globalstep function
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local timer = 0
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local cloud_state = {}
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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cloud_state[player_name] = { prlev=0, setval=44 }
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end)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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@ -108,13 +114,25 @@ minetest.register_globalstep(function(dtime)
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local pposz = math.floor(ppos.z)
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local ppos = {x = pposx, y = pposy, z = pposz}
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-- Heat and humidity calculations
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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-- Precipitation noise function
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_temp = minetest.get_heat(ppos)
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local nval_humid = minetest.get_humidity(ppos)
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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-- valleys mapgen adjustments to temp and humidity based on elevation
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local elev = pposy - 2
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while elev > 0 and minetest.get_node({x=pposx, y=elev, z=pposz}).name == "air" do
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elev = elev - 1
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end
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if altitude_chill then
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nval_temp = nval_temp - (20 * elev / alt_chill_dist)
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end
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if altitude_dry then
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nval_humid = nval_humid - (10 * elev / alt_chill_dist)
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end
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-- Biome system: Frozen biomes below heat 35,
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-- deserts below line 14 * t - 95 * h = -1496
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-- h = (14 * t + 1496) / 95
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-- h - 14/95 t = 1496/95 y intersection
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-- so area above line is
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-- h - 14/95 t > 1496/95
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local freeze = nval_temp < 35
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local precip = nval_prec > PRECTHR and
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nval_humid - grad * nval_temp > yint
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--local freeze = nval_temp < 35
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--local precip = nval_prec > PRECTHR and
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-- nval_humid - grad * nval_temp > yint
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local precip = nval_prec > PRECTHR
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-- Create transition between precipitation levels
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-- (0 = dry, to 4 = full precip)
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-- Uses parallel desert lines spaced dry_step apart.
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local heat_humid = 190*nval_humid - 28*nval_temp
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local pr_maxlev
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if heat_humid <= 2992 - 3 * yint_offset then
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pr_maxlev = 0
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elseif heat_humid <= 2992 - yint_offset then
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pr_maxlev = 1
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elseif heat_humid <= 2992 + yint_offset then
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pr_maxlev = 2
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elseif heat_humid <= 2992 + 3 * yint_offset then
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pr_maxlev = 3
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else
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pr_maxlev = 4
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end
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-- define cloud density threshholds for each precip level
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local pr_to_cl = function(i)
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local table = { [0]=50, [1]=60, [2]=70, [3]=90, [4]=100 }
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return table[i]
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end
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-- define non-precip cloud density based on local humidity
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local hum_den = nval_humid * 0.4 + 20 -- cden = 20% - 60%
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-- aliases for cloud state variables
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local pr_level = cloud_state[player_name].prlev
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local cl_setval = cloud_state[player_name].setval
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if precip then -- increase or continue precip, unless pr_maxlev dropped
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if pr_level < pr_maxlev then
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if cl_setval < pr_to_cl(pr_level + 1) then
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cloud_state[player_name].setval = cl_setval + cl_step
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else
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cloud_state[player_name].prlev = pr_level + 1 -- bump to next state
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end
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elseif pr_level > pr_maxlev then -- entered dryer region
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if cl_setval > pr_to_cl(pr_level - 1) then
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cloud_state[player_name].setval = cl_setval - cl_step
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else
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cloud_state[player_name].prlev = pr_level - 1 -- drop state down
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end
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end
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else -- gradually stop precip across the board
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if pr_level > 0 then
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if cl_setval > pr_to_cl(pr_level - 1) and cl_setval > hum_den then
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cloud_state[player_name].setval = cl_setval - cl_step
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else
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cloud_state[player_name].prlev = pr_level - 1 -- drop state down
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end
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else -- precip is done, gradually transition to non-precip cloud density
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if cl_setval > hum_den + 1 then
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cloud_state[player_name].setval = cl_setval - cl_step
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elseif cl_setval < hum_den - 1 then
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cloud_state[player_name].setval = cl_setval + cl_step
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end
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end
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end
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-- update aliases, in case either changed
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pr_level = cloud_state[player_name].prlev
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cl_setval = cloud_state[player_name].setval
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-- clouds during precip max of precip value or humid-based value
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-- no precip just uses humid-based value
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-- local cur_den
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local cloud_table = {}
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if pr_level > 0 then -- still have precip falling
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cloud_table.density = math.max(cl_setval, hum_den) * 0.01
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else
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cloud_table.density = cl_setval * 0.01
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end
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player:set_clouds(cloud_table)
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-- Create blending transition between all snow (freeze=0)
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-- and all rain (freeze=4).
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-- Uses freeze_pt and freeze_step to define.
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local freeze
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if nval_temp >= freeze_pt + 1.5*freeze_step then
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freeze = 4
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elseif nval_temp <= freeze_pt - 1.5*freeze_step then
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freeze = 0
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else
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freeze = math.ceil((nval_temp - freeze_pt + 1.5*freeze_step)/freeze_step)
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end
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-- Set sky
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if precip and not skybox[player_name] then
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-- Set overcast sky only if normal
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if pr_level == 4 then
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-- check sky brightness
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local sval
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local time = minetest.get_timeofday()
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if time >= 0.5 then
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sval = math.floor(NISVAL +
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((time - 0.1875) / 0.0521) * difsval)
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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
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"plain", {}, false)
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skybox[player_name] = true
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elseif not precip and skybox[player_name] then
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-- Set overcast sky only during max precip and if normal
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if not skybox[player_name] or math.abs(skybox[player_name] - sval) >= SB_INTERVAL then
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
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"plain", {}, false)
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skybox[player_name] = sval
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--minetest.debug("changing skybox, sval = "..sval)
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end
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elseif pr_level ~= 4 and skybox[player_name] then
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-- Set normal sky only if skybox
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player:set_sky({}, "regular", {}, true)
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skybox[player_name] = nil
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@ -157,19 +267,32 @@ minetest.register_globalstep(function(dtime)
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-- Stop looping sound.
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-- Stop sound if head below water level.
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if not precip or freeze or pposy < YWATER then
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if freeze == 0 or pr_level == 0 or pposy < YWATER then
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end
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-- Display debug HUD
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if debug then
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local tenths = function(x)
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return math.floor(10 * x + .5) / 10
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end
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player:hud_change(snowdrift_debug[player_name].id, "text",
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tenths(nval_temp)..'°, '..tenths(nval_humid)..
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'%, alt='..elev..', frz='..freeze..
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', 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)
|
||||
|
|
Loading…
Reference in New Issue